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Dezembro 23, 2007 por mixblog2

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Investigation of English History

Agosto 18, 2007 por mixblog2

Investigation of English History
A.T.Fomenko, G.V.Nosovskij
NEW HYPOTHETICAL CHRONOLOGY AND CONCEPT OF THE ENGLISH HISTORY.
BRITISH EMPIRE AS A DIRECT SUCCESSOR OF BYZANTINE-ROMAN EMPIRE.
(SHORT SCHEME) ABSTRACT This article is devoted to the investigation of traditional version of English chronology and English history. It should be mentioned that this tradition was established only in 15-17th cc.(and especially by Scaliger and Petavius) as a result of attempts to construct the global chronology of Europe and Asia at that time. The results of our investigation show that modern version of English history (which is in fact a slightly modernized version of 15-16th cc.), was artificially prolonged backward and became much more long as it was in reality. The real history of England, as it was reflected in written documents, was much more short. The same is true for other countries. In correct version, ancient and medieval English events are to be transferred to the epoch which begins from 9-10th cc. Moreover, many of these events prove to be the reflections of certain events from real Byzantine-Roman history of 9-15th cc. Consequently, the Great Britain Empire is a direct successor of medieval Byzantine Empire. This effect for English history corresponds to the similar “shortening effects” for traditional histories of other countries (Italy, Greece, Egypt, Russia etc.). Such effects were discovered earlier by the authors (see our previous publications). A discussion of the whole problem of global chronology and a history of this problem one can find in [1],[24]. English history is not an exemption from the “rule”. We do not think that all speculations which are suggested here are final ones. Surely, they are subject to further corrections and clarification. Nevertheless, the general concept is quite clear and seems to be a final one. The aim of present work is only to present main points of our new version of reconstruction of the real English history. CONTENTS 1.INTRODUCTION
2. BRIEF REVIEW OF TRADITIONAL ENGLISH HISTORY2.1.The most old English chronicles2.1.1.The Anglo-Saxon Chronicle.2.1.2.Nennius’ “Historia Brittonum”2.1.3.Galfridus Monemutensis’ “Historia Brittonum”. “Histoires of the kings of Britain by Geoffrey of Monmouth”2.1.4.Some other old English chronicles2.2.What were the medieval names for modern cities, nations and countries according to ancient English chronicles?2.3.An overview of traditional concept of English history2.3.1.Scotland and England: two parallel “dynastic streams”2.3.2.English history. Epoch from 1st to 445 A.D. England as the Roman colony2.3.3.Epoch from 445 to 830. Six kingdoms and their union2.3.4.Epoch from 830 to 1040. The epoch is finished by Danish conquest and then by disintegration of Dutch kingdom in England2.3.5.Epoch from 1040 to 1066. Epoch of the Old Anglo-Saxon dynasty and it’s fall2.3.6.Epoch from 1066 to 1327. Norman dynasty and after it – Anjou dynasty. Two Edwards2.3.7.Epoch from 1327 to 1602.3.PARALLELS BETWEEN ENGLISH AND BYZANTINE-ROMAN HISTORY. GREAT BRITAIN EMPIRE AS THE DIRECT SUCCESSOR OF MEDIEVAL BYZANTINE-ROMAN EMPIRE3.1.Rough comparison of dynastic streams of England and Byzantine-Roman empire3.2.Dynasty parallelism between ancient and medieval England from one side and medieval Byzantine empire from another side. General concept of correspondence between English and Byzantine histories3.3.Some details of dynastic parallelism (“parallelism table”)3.3.1.English history of 640-830 A.D. and Byzantine history 378-553 A.D. 275-year shift3.3.2English history of 800-1040 and Byzantine history of 553-830. Rigid 275-year shift3.3.3. English history of 1040-1327 and Byzantine history of 1143-1453. Rigid 120-year shift4.CORRECT ENGLISH HISTORY IS MORE SHORT IN TIME BUT MUCH MORE DENSE IN EVENTS THAN IT IS SUGGESTED BY TEXTBOOKS4.1.Our new concept of English history4.2.In which way the Byzantine chronicles were inserted into the medieval English history (of the island Anglia)?5.OLD ENGLISH CHRONICLES AS ORIGINAL DOCUMENTS WHICH SPEAK ABOUT REAL EVENTS OF 10-13th CENTURIES
5.1.Roman consul Brutus – the first who conquered Britain (and the first king of britts)5.2.Consul Brutus of English chronicles – was he a contemporary of Julius Caesar?5.3.Biblical events in English chronicles5.4.Do we interpret ancient texts in a proper way? Problem of vowels restoration5.5.Geography and chronology of biblical events5.5.1.Problems with traditional geographical localizations5.5.2Where ancient Troy was located?5.5.3. Where Moses traveled in reality?5.6.Why English chronicles suggested that both Russia and England were located on islands?5.7.Where was the land Britain which was conquered by Brutus located? In what direction his fleet cruised?5.8.With whom Brutus fights while conquering of Britain = Albania?5.9.With whom Julius Caesar fights while conquering of Britain = Albania?5.10.Where was London located in 10-11th cc.A.D.?5.11.Who were scots in 10-12th cc.A.D. and were did they live? Where was Scotland located in 10-12th cc.A.D.?5.12.Five original languages of ancient Britain. Which nations used these languages and where did they live in 10-12th cc.A.D.?5.13.Where were located six original English kingdoms Britain, Kent, Sussex, Wessex, Essex and Mercia in 10-12th cc.A.D.?5.14.A shift of originally Byzantine map to the land of modern Great Britain resulted in duplicating of many geographical terms5.15.William I the Conqueror and Hastings battle in 1066 A.D. The fourth crusade in 1204 A.D.5.15.1.Two well-known wars in England and Byzantine empire have the same origin5.15.2English version of William the Conqueror story5.15.3. Byzantine version of the Constantinople’s conqueror5.15.4.A list of correspondences between events from Byzantine and English chronicles5.16.Medieval Russia from the point of view of English chronicles. When did apostle Paul write his message to galats and who they were?REFERENCES1. INTRODUCTION This work belongs to the scope of investigations carried out by authors in order to give a critical analysis of ancient and medieval chronology, and also – to try a reconstruction of real ancient chronology. The whole history of the problem one can find in A.T.Fomenko’s books [1],[24]. In these books some new statistical methods of obtaining true dates for ancient events recorded in old chronicles were suggested. As a result, a new chronology of Europe, Asia, Egypt and Northern Africa based on a statistical investigation of ancient texts, was suggested in [1],[24]. One also can find there a list of all publications by A.T.Fomenko and his colleagues devoted to chronological problems.
This new concept of global history and chronology confirms some ideas which were expressed by different scientists in 16-20th cc. The most important were ideas of famous Russian scientist N.A.Morozov (1854-1946) who had an extremely wide range of scientific interests in many different branches of natural science and history. Very interesting works devoted to the problems of traditional chronology were written by Isaac Newton, J.Gardouin, R.Baldauf, E.Johnson and others.As a result of application of statistical methods to historical science, A.T.Fomenko discovered a “fiber structure” of our modern “textbook in ancient and medieval history”. In such a way we will call a modern chronological tradition in history which is expressed in all our textbooks. It was proved that this “textbook” consist of four more short “textbooks” which speak about the same events, the same historical epochs. These short “textbooks” were then shifted one with respect to other on the time axis and then glued together preserving these shifts. The result is our modern “textbook” which shows the history much longer than it was in reality. To be more precise, we speak here only about a “written” history, i.e., such history which left it’s traces in written documents which finally, after their certain evolution, we possess today. Of course before it, there was a long “pre-written” history, but information about it is lost.Resume is as follows. History which we in principle could learn about today, starts only in 9-10th cc. “A.D.” (i.e., 1100-1200 years ago). And the very name “A.D.” attached to the era which we use now, is not correct. New results concerning the problem of reconstruction of real ancient chronology one can find in two last Fomenko’s books [4,5] devoted to history and chronology.An important step to the reconstruction of real ancient chronology was made by publication of a book [3] written by A.T.Fomenko, V.V.Kalashnikov and G.V.Nosovskij. In this book the true date of compilation of a famous ancient scientific manuscript, the Ptolemy’s “Almagest”, was (approximately) determined as a result of statistical analysis of numerical astronomical data in the “Almagest”. Traditionally it is assumed that the “Almagest” was compiled not later than in 2nd c. A.D. In [3] it is proved that the real date of it’s compilation belongs to the time interval from 7th century to 13th century A.D.Later, in 1992-1993, A.T.Fomenko and G.V. Nosovskij applied new statistical methods to Russian history. In Russian history there also were discovered chronological shifts and duplicates. It proves to be very much different from well-known version of Russian history which was suggested in epoch of Romanov dynasty reign in Russia. The book “Chronology and General Concept of Russian History” by A.T.Fomenko and G.V. Nosovskij is being printed (in Russian).In 1992-1993 authors recognized that the history of development of English chronology and English history itself is a very interesting and important point in the whole scope of global chronology reconstruction. In our analysis of Russian old documents it was necessary to use also some English documents. And immediately we came upon several such amazing facts that, it become quite clear to us that English history (which is rather “spoiled” in modern “textbook”) gives new and important information to the reconstruction of real chronology of Europe and Asia.We tried our best to make this work independent from our previous works. Nevertheless, such dependence exists. That is why we recommend to anyone who really wants to understand the whole problem of reconstruction the English history as it as in reality, to look through mentioned above books and scientific publications by authors. We believe
that this work is good for the beginning and it could serve as a starting point to the reader. We tried to avoid citation from other our works here (as far as it was possible).It is pleasure for us to thank Mrs. Laura Alexander (USA) for her excellent assistance in arranging materials concerning English history. Her energy very much inspired our work on English history.We thank T.N.Fomenko for several good ideas which improved some of our results concerning parallels between English and Byzantine history and also for valuable remarks which made this text better.2. BRIEF REVIEW OF TRADITIONAL CONCEPT OF ENGLISH HISTORY2.1. The most old English chronicles2.1.1. The Anglo-Saxon Chronicle.To understand a material we are going to present here, it would be better if a reader knows main things from English, Roman and Byzantine history. As to Roman and Byzantine history, we assume that it is more or less the case. But old English history is not so generally well-known. That is why we are going to present here a brief review of “English history textbook”.Surely, we could simply suggest that a reader looks through one of modern books concerned with English history before he reads this paper. But all such books are necessarily the secondary texts which, in fact, copy an information from more old texts and documents devoted to English history. The problem is that this coping proves to be not so good (part of information is lost). That is why we prefer to analyse medieval historical texts themselves rather then modern textbooks, which are based on them. An important advantage of these medieval texts is that they were written more close to the time of creation of now traditional global chronological version (it was I.Scaliger’s one). Our experience says that an information about old history was been lost while publishing new and new textbooks from that time up to now. Medieval texts are more valuable for reconstruction of real history.Our analysis was based mostly on three famous medieval English chronicles: Anglo-Saxon Chronicle [2], Nennius’ “Historia Brittonum” [8] and Galfridus Monemutensis’ “Historia Brittonum” [9]. In fact, these texts form a basis for modern concept of old and medieval English history.Also we used well-known “Chronological Tables” which were compiled by J.Blair [6] in 18th c. – beginning of 19th c. These fundamental tables cover all historical epochs which seemed important to experts in the end of 19th century.Now it is assumed that so-called “legendary” English history started from the time of Trojan war, i.e., in 12-13th cc. B.C. Nevertheless a 1000-year period from Trojan war to the epoch of Julius Caesar (1st c. B.C.) is considered usually as a “dark time”.From the time of creation and establishment of modern chronological concept (by I.Scaliger and D.Petavius in 16-17th cc.) it was assumed that “written” English history
starts from 60 B.C. when Julius Caesar conquered the British islands. But it is known today that documents speak about English history only from approximately 1 A.D., i.e. from the rein of Octavian Augustus. It was the 1 A.D. when Anglo-Saxon Chronicle began its records ([2], p.4).The Anglo-Saxon Chronicle consists of several separate manuscripts:Manuscript A: The Parker Chronicle (60 B.C. – A.D. 1070), Manuscript B: The Abigdon Chronicle I (A.D. 1 – A.D. 977), Manuscript C: The Abigdon Chronicle II (60 B.C. – A.D. 1066), Manuscript D: The Worcester Chronicle (A.D. 1 – A.D. 1079), (with twelfth-century addition 1080 – 1130 A.D.), Manuscript E: The Laud (Petersburg) Chronicle (A.D. 1 – A.D. 1153), Manuscript F: The Bilingual Canterbury Epitome (A.D. 1 – A.D. 1058).It is well-known that all these manuscripts duplicate each other in the sense that they all speak about the same events, but in more or less details. That is why all they are placed in the publication [2] parallel to each other in a very convenient manner, which makes it easy to compare different records concerning the same year. Maybe, all these manuscripts have the same written original and in fact represent different scripts of one old chronicle.Anglo-Saxon Chronicle covers an epoch from 1 A.D. to 11th century (except manuscript E which stops in 1153).It is traditionally assumed that all these manuscripts were written approximately in 11-12th cc., just in the form which we have today. But it is only a hypothesis which is strongly based on the Scaliger’s chronology. And it sounds not very natural. For example, manuscript A exists now only in two “copies” and both of them were made only in 16th c. (see [2], p.xxxiii). The original version (from which these two copies were made) was practically burned out in a fire. As to other manuscripts of Anglo-Saxon Chronicle, their history is not clear from [2]. For example, it is not pointed out what were the methods of determining of dates when existing copies were made. One could have an idea that the dating was as follows: if last records of these manuscripts refer to 11-12th cc., then the copies we now posses are necessarily written just in that form in 11-12th cc. Leaving aside other objections, we must say that this speculation in fully based on Scaliger’s chronology. If real dates of last mentioned events change, then such dating of a manuscript would also change.Difficulties with reconstruction of a true story for origin of these manuscripts are well-known among experts. For example David Knowles had to claim that: “The question of provenance and interdependence of the various versions [of the Chronicle] are so complicated that any discussion soon assumes the appearance of an essay in higher mathematics” ([2],p.xxxi).Moreover, G.N.Garmonsway says that any modern analysis of Anglo-Saxon Chronicle is based on the Charles Plummer’s revision (1892-1899) of it’s original edition published by John Earle in 1865. It should be mentioned that manuscripts A and E are again “associated” (G.N.Garmonsway’s expression) with certain persons from 16th century – Archbishop Parker (1504-1575) and Archbishop Laud (1573-1645). Here is his text: “Any account of the Anglo-Saxon Chronicle is necessary based on Charles Plummer’s revision of the edition of John Earle (1865) which was published in two volumes by the Oxford
University Press in 1892-9… Plummer’s edition… gives prominence on opposite pages to manuscripts A and E, associated respectively with the names of Archbishop Parker (1504-75) and Archbishop Laud (1573-1645);…The other manuscripts were once in the possession of Sir Robert Cotton (1571-1631), and are to be found in the Cottonian collection of manuscripts in the British Museum”([2],p.xxxi).It seems that all the manuscripts of Anglo-Saxon Chronicle which are available today were actually written (or revised) not earlier than in 15-16th centuries. However, they are considered to be written in this form in 11-12th cc. Probably the only reason for such point of view is that traditional dates of the last events from Anglo-Saxon Chronicle belong to this epoch: 11-12th cc. But such reason is not enough. It is possible that events from 11-12th cc. were described by somebody in 15-16th cc. and we actually possess his secondary text which could be very far from an original version. And also, the dates of events from Anglo-Saxon Chronicle strongly depend on a used chronological concept. If it changes then the dating of Anglo-Saxon Chronicle would change automatically.There is a strong argument which suggests that manuscripts of Anglo-Saxon Chronicle are actually of a rather late origin. The problem is that all these manuscripts use modern “A.D.” era which came into regular practical use only in 15th century. It is a known fact in traditional history. Later we will also present some facts which suggest that the authors of Anglo-Saxon Chronicle were already familiar with J.Scaliger’s chronological concept (16th c.), and by no means – with a chronological concept of Matthew Vlastar (16th c.). It means that Anglo-Saxon Chronicle was written much later then it is usually accepted.The reason for Anglo-Saxon Chronicle to be paid such great attention in our reconstruction of English history is very simple. It turns out that “Thanks to the example of Bede, the Chronicle is the first history written in English to use his mastery innovation of reckoning years as from the Incarnation of Our Lord – “Years of Grace” as they were called in England.”([2],p.xxiv).Concerning the way of presenting dates in Anglo-Saxon Chronicle we should make a remark. It is accepted that in medieval England they used for “A.D.” era the following formula: “Years from the Incarnation of Our Lord”. It is accepted today that this formula was equivalent to the formula “Years of Grace”. But this equivalence in not so evident and requires a special investigation. (We will return to this subject later and discuss it in more details). Note that there is a strange similarity between two well-known names-terms Grace – Greece.Maybe the original (and forgotten today) meaning of a formula “Years of Grace” differs from one which is accepted today. Maybe it was “years in Greece”, “Greek years” or something like this. It is possible also that there is a relation between terms Grace, Greece and Christ. Was the name of Christ associated in some sense with a name of country “Greece”? For example Christ religion = “Greece religion”? It might be because in medieval epoch Greece was a name of Byzantine empire, and another it’s name was Romea, Rome. So Christian, “Roman” religion could be called also as “Greek religion”; but if so then there might be a confusion between “A.D.”, “Christ” era and old “Greek”, Byzantine era which was used sometimes, as well as “A.D.”, with it’s thousands omitted. It could be not obvious which era was actually used in an old documents which indicate “Years of Grace”. Of course, such kind of similarity between different terms could not be considered as very strong arguments supporting any point of view. It play a role of preliminary speculations and should be considered as a serious argument only in the case when it appears (repeats) constantly in a long historical parallelism, when similar
names arise simultaneously for hundreds of years in two different epochs after one of them is shifted in time as a whole and then compared with another one.Anglo-Saxon Chronicle was written in a very laconic manner, it was divided into chapters (fragments) each of them devoted to a certain year. Many years are not described at all (there are some lacunas in the text). It is considered today that Anglo-Saxon Chronicle speaks about events from the beginning of A.D. to 11-12th centuries. See Fig.1. The text of Anglo-Saxon Chronicle seem to be really very old. Absence of long and “beautifully designed” periods in the text (typical for historical literature of 15-16th cc.) suggests that Anglo-Saxon Chronicle is an important historical document which was based on some really ancient records. Surely, it was edited in 16-17th cc. and a main question is: what credit should we give to chronologists of 15-17 centuries who actually dated events in Anglo-Saxon Chronicle as we have it now? 2.1.2. Nennius’ “Historia Brittonum”. Nennius’ “Historia Brittonum” is a rather short text, only about 24 pages in [8]. There exist more then 30 manuscripts of Nennius’ book which are known today (see [8]). “The earliest manuscripts are dated today by 9th or 10th centuries, and the latest – by 13th or even 14th centuries. In some of the manuscripts are indications that the author was Gildas. Nennius is called as the author sufficiently rare. Thus, this manuscript is possibly – compilation… The original text was lost, we do not have it today. But there exists its Irish translation of 11th century” ([8],p.269). Translation was made from the publication: “Nennius et l’Historia brittonum”, P.,1934. Some manuscripts are ended with pages from “Annals Cambriae”, which is considered to be compiled approximately in 954 A.D. Nennius’ “Historia Brittonum” does not have nor chronological subdivision neither any chronological notes except the following two ones: 1) A table titled “About six ages of the world” is placed at the beginning of the “Historia”. It presents time distances in years between some biblical events – and already according to Scaliger’s calculations, which were carried out only in 16th c. 2) Chapter XVI of the “Historia” has a section titled “The ground of the dating” , which speaks about the relative distances (in years) between a few events from English history. In both cases chronological notes are very brief. Resume is that it is unclear, who and when actually wrote the “Historia”. It’s original text does not exist today, a translation which is considered to be carried out in 11th c. The text does not have it’s own chronological scale. Surely, all questions which arise with Anglo-Saxon Chronicle, refer to “Historia” also. Moreover, Nennius’ text is written in a free artistic manner with many stylistic accessories. It suggests that this manuscript is of rather late origin. Such text could be written only in an atmosphere of a deep and well developed literary tradition when many people use writing and reading books and paper is not a treasure.
It is accepted today that Nennius describes certain events in a time interval from the epoch of Trojan war to 10-11th cc. A.D. In fact it is a result of only a traditional chronological concept (which suggests that short Nennius’ text covers an extremely large 2000-year historical period) that one could find today giant lacunas in chronology of “Historia”. Fig. 1 shows by a dotted line the epoch which is considered to be covered by “Historia”. According to traditional chronological concept Nennius easily omits whole centuries in his story, makes giant chronological jumps without any explanations. He seems not to notice it at all and continues his story after such jumps as if nothing was missed. 2.1.3. Galfridus Monemutensis’ “Historia Brittonum”. “Histories of the kings of Britain by Geoffrey of Monmouth”. It is generally accepted today that this chronicle was written in 30th or 40th of 12th century ([8], p.196) by Galfridus Monemutensis who based it on Nennius’ text, sometimes even copying Nennius “errors” ([8], p.231, comments to chap. 17; see also [8], p.244). Galfridus Monemutensis’ book is rather big one – about 130 pages in [8]. In opposition to Anglo-Saxon Chronicle his text has no chronological subdivision (no indication about years). His writing style was rather complicated, with many accessories, moralities, philosophical excursions et cetera. Galfridus is even considered to be not a historian only but also a poet. Surely, the traditional point of view that Galfridus wrote his book after Nennius, is correct. It is known also that Galfridus made an extensive use of “Ecclesiastic History of the English Nation” (in Latin) by Bede Venerable ([9], p.244). It is assumed that Bede’s “History” covers 597-731 A.D. It is remarkable that modern commentators point out “the extremely clear and evident Galfridus’ orientation of the antique tradition” ([9], p.207). For example, Galfridus not only used ancient plots, but also copied a stylistic manner of ancient authors ([9], p.207). It seems that Galfridus writes his book being fully influenced by the atmosphere of antiquity. It was pointed out that Galfridus copies some of his topics directly from ancient authors (for example, from Stacius), but does not give any references ([9], p.236). Galfridus Monemutensis’ “Historia Brittonum” was extremely popular in medieval times. “Today we have about two hundreds (! – Auth.) copies of his “History”,… which were written in different places starting from 12th century and until 15th century, i.e., up to appearance of the first printed edition” ([9],p.228). At first time “Historia” was printed in Paris in 1508. Fig. 1 shows a historical epoch which is assumed to be covered by Galfridus’ text (according to traditional chronology). Notice that it is approximately the same time interval as for Nennius’ case: namely, from Trojan war up to 8th century A.D. Of course, Galfridus’ book is much bigger then Nennius’ one, but being referred again to the giant 2000-year time interval, it could not cover it all without huge lacunas. And really, traditional chronology states that Galfridus “omit” large historical epochs. But it is strange, that Galfridus himself does not mind it at all. He calmly continues his story without notifying a reader that he sometimes actually misses whole historical epochs in his chronology. 2.1.4. Some other old English chronicles In our work we use also some other English chronicles of 9-13th centuries, particularly those represented in a book by V.I.Matuzova “English medieval documents” [10]. Here
we would like to present a very interesting list which was compiled by V.I.Matuzova as a result of her investigation of these chronicles rather then to characterize them in details. We will discuss this subject in the next section. 2.2. What were the medieval names for modern cities, nations and countries according to ancient English chronicles? Many people use to think that medieval chronicles refer to such well-known areas (regions) as England, London, Russia, Kiev etc. with just the same names as today, and so in general there is no problem to recognize what place old documents are speaking about. Sometimes, in more new documents, it is actually the case. But in more old, original documents such situation seems to be rather an exception then a rule. Old chronicles very often use absolutely different geographical names and it is a nontrivial task to understand what regions (areas, towns et cetera) they are really speaking about. It is also a problem that old documents in general use many different names for each country, land, nation etc. Very often these names have nothing to do with those we use today. The names of ancient nations, countries and cities which are known today, were fixed only in 18-20th centuries. But before that time there were various opinions concerning what names to use. These opinions were often quite different from each other. It is a very interesting question to analyse the names which were used in medieval English documents for cities, nations and countries which are so well-known today with their modern names. It turns out after such analysis, that medieval authors seem to have quite different views on old and ancient history. That is why modern specialists in history usually claim that almost all medieval people were “extremely wrong” in history, that they had “fantastic concepts” about it, “confused and mixed historical epochs”, “did not distinguish antiquity and medieval epoch” and so on. In a following list some medieval “synonyms” of modern accepted names and terms are presented. Each entry of the list shows a modern term and is followed by it’s medieval synonyms. AZOV SEA=Meotedisc lakes, Meotedisc fen, Maeotidi lacus, Maeotidi paludes, palus Maeotis, paludes Maeotis, paludes Maeotidae, Paluz Meotidienes.ALANIA=Valana, Alania, Valana, Valvy, Polovtzy ?! – see below.ALBANIANS=Liubene, Albani.AMAZONS LAND=Maegda land, Maegda londe, Amazonia.ALBANIANS=Maegda land, Maegda londe, Amazonia.BULGARIANS=Wlgari, Bulgari, Bougreis.BUG RIVER=Armilla.VANDALS=Wandali, Sea-cost Slavs.HUNGARY =Hungaria, Hunia, Ungaria, Minor Ungaria.BYZANTINE EMPIRE=Graecia, Constantinopolis, VALACHIANS=Coralli, Blachi, Ilac, Blac, Turks ! (see below).VALACHIA =Balchia.VOLGA RIVER=Ethilia.
GALITZK-VOLYNSK RUSSIA=Galacia, Gallacia.GERMANY=Gothia, Mesia, Theutonia, Germania, Allemania, Jermaine.HIBERNIC OCEAN=The English Channel, Hibernicum occeanum.HIBERNIA=Ireland (!)GOTHIA=Germany, Island Gotland, Scandinavia, Tavrida (=old name of Crimea).GUNNS=Hunni, Huni, Hun.DACKS=Dani, Daneis.DENMARK=Denemearc, Dacia, Dania, Desemone.DUTCH=Daci, Dani, Norddene, Denen.DARDANELLES (the strait)=St. Georg strait = branchium Sancti Georgii.DERBENT (passage)=Alexander gates = Alexandres herga, Porta ferrea Alexandri, claustra Alexandri.DNEPR RIVER=Aper.DOGI=Russians (see below).DON RIVER=Danai, Thanais, Tanais.MEDIEVAL RUSSIA=Susie,Russie,Russie,Rusia,Russia,Ruthenia,Rutenia,Ruthia,Ruthena,Ruscia,Russcia, Russya,Rosie.DANUBE RIVER=Danubius,Hister,Danuvius,Damaius,Deinphirus,Danube.IRON GATES=see “Derbent”.IRELAND=Hybernia.ICELAND=Ysolandia.CAUCASUS=beorg Taurus,Caucasus.CASPIAN SEA =Caspia garsecge,mare Caspium.CASSARIA=Chasaria (! (see below)KIEV=Chyo (!), Cleva (!), Riona (!),CHINESE=Cathaii.CORALLS=Wlaches (see above), Turks (see above),RED SEA=mare Rubrum.ENGLISH CHANNEL=Hibernic ocean , Hibernicum occeanum.MARBURG=Merseburg.MESIA=Moesia, Germany (see above),MONGOLIANS=Moal, Tatars (see above), NARVA=Armilla.GERMANS=Germanici,Germani, Teutonici,Theutonici,Allemanni.NETHERLANDS=Frisia, Arise.NORMANS=Nordmenn.OCEAN=Garsecg, Oceano, Oceanus, Occeanus,Ocean.PECHENEGS (medieval neighbours of Russians)=Getae.
POLOVTZY (medieval neighbours of Russians)=Planeti, Captac, Cumani, Comanii,Alani, Values, Valani.(See Comment 1.)PRUSSIA=Prutenia (!).(P-Rutenia = P-Russia).PRUSSES=Prateni, Pruteni, Pructeni, Prusceni, Praceni, Pruceni.RIONA=Kiev (see aboveRUGS=Russians, , Sea-cost, Slavs (see below)RUSSIANS=Russii, Dogi (!), Rugi (!), Rutheni (!), Rusceni.RUTHENS=Russians (see above)THE ARCTIC OCEAN=Sciffia garsecg, Occeanus Septentrionalis, mare Scythicum.SITHIA=Scithia (see above)SCANDINAVIANS=Gothi.SCYTHS=Scithes, Scythae, Cit (!).SCITHIA=Sithia, Barbaria, Scithia, Scythia, Sice (!).SEA-SIDE SCLAVI=Winedas, Wandali, Roge. TAVR=Caucasus (see above)TAVRIDA (CRIMEA)=Gothia (!!!) TANAIS=Don (see above)TYRRHENIAN SEA=mare Tyrene.TATARS (MONGOLS)=Tartareori, gens Tartarins, Tartari, Tartariti, Tartarii, Tattari, Tatari, Tartarii, Thartarei.TURKS=Coralli,Thurki,Turci,Blachi, Ilac, Blac (!!!).URAL MOUNTAINS=Riffeng beorgum, Hyberborei montes, montes Riph(a)eis, Hyperborei montes.FRANCE=Gallia, Francia.FRISIA=The Netherlands (see above.)CHASARIA=Cassaria, Cessaria (!!!).CHASARS=Chazari.CHIO=Kiev (see above)SCOTLAND=Scotia, Gutlonde.BLACK SEA=Euxinus, Pontius, mare Ponticum, mare Majus.CHINGIS-CHAN=Cingis, Churchitan, Zingiton, Chircam, Cliyrcam, Gurgatan, Gurgatan, Cecarcarus, Ingischam, Tharsis (!), DAVID (!), PRESBYTER IOHANNES (!!).JAROSLAV THE WISE (Kiev Princeps Magnus)=Malesclodus, Malescoldus. Juriscloth (= Jurius- Georgius), Juliusclodius (= Julius-Clodius). Julius Claudius.One remark about Jaroslav the Wise. He was known in medieval England as “Malescoldus”. According to M.N.Alexeev [12] there were also some other names which were applied to Jaroslav the Wise in Western historical tradition: Juriscloht (from Jurius-Georgius),Juliusclodius (!), (the last form of Jaroslav’s name was used by Norman historian of 12th century – Gijom), Julius Claudius, (this form used by Orderic Vitali).Let us present a typical example of old English historical text: “He escaped to the
kingdom of Dogs, which we prefer to call RUSSIA. When the king of [this] land – MALESCLODUS – learned about him, he was given a great honor” ([13],[14]).Here is a Latin original text: “Aufugit ad regnum Dogorum, quod nos melius vocamus Russiam. Quem rex terrae Malescoldus nomine, ut cognovit quis esset, honeste retinuit” [13].Imagine please reading this old text without looking at the modern comments which suggest that Dogs Kingdom means the same as Russia. The text would look like this: “He escaped to the Kingdom of Dogs. When the king of that land learned about him, he was given a great honor.”Most probably such text would be understood as a story treating some medieval events in England or Scotland. The word “Dogs” seems to designate a population in some part of England or Scotland and the name “Malescoldus” very much looks like a name of medieval English or Scottish king. Such an interpretation looks rather natural. One knows from Scottish history, for example, that there were several kings with a name “Malcolm”, close to “Malescoldus”: Malcolm I (943-958), Malcolm II (1004-1034), Malcolm III (1057-1093) etc.But such interpretation of this text would definitely transform some of ancient Russian events into English ones, i.e., into ones which are thought to happen on the land of modern England. This example suggests that even a direct understanding, not to say about an interpretation, of an old historical text could be rather ambiguous.Differences between medieval English writer’s opinion and modern way of understanding and interpretation of medieval terms occur for texts written in 9-15th centuries (not so old texts, from the point of view of modern tradition). It means that there exist several possibilities to interpret medieval documents. The way of such interpretation which is in general use now, proves to be not unique. It is only one of possible ways, maybe not the best one. We are going to show here that this standard way is really not enough supported by original documents. The above vocabulary of synonyms (medieval terms-duplicates) is very useful for our analysis of English history.2.3. An overview of traditional concept of English history 2.3.1. Scotland and England: two parallel “dynastic streams” Fig. 1 shows a rough scheme of the English history as it is considered today. The beginning of English history is placed in the 1st century B.C. (Julius Caesar’s conquest of England). Starting at this moment and going up to 400 A.D., English chronicles talk in fact about Roman history. Sometimes they only mention that certain Roman emperor visit England. According to English chronicles there were no independent kings in England before 400 A.D.We will take J.Blair’s “Chronological tables” as a source of information about general structure of English chronology. These tables were compiled in the end of 18th c., but the new information which became available after that time, have not changed the whole picture of English history and so this information is not very important for us now.In 5th century A.D. the Roman power in England came to the end and in that time the first English kings appeared. It was a moment when English history divided into: a) history of England and
b) history of Scotland.In other words, two dynastic streams began in 5th c.:a) English stream and b) Scottish stream.These two dynastic streams develop in parallel up to 1603 when they transformed into a single dynastic stream of the Great Britain.In 404 A.D. the long dynasty of Scottish kings began with the king Fergus I. It ends in 1603 when a united kingdom of Great Britain appeared with it’s first king Jacob I (1603-1625). Scottish dynasty looks “very good organized”: it practically does not have simultaneous reigns of different kings, it does not have breaks and epochs of anarchy also. Being represented graphically on a time axis, this dynasty covers a 1200-year time interval from 404 to 1603 A.D. in a very nice, extremely “regular” manner: reigns of Scottish kings cover one by one without intersections all this time interval. It is a fine example of “carefully written history”. See dotted line in the Fig.1. The absence of simultaneous reigns suggests that Scotland was a “geographically homogeneous” kingdom: it never was divided into several independent parts.English history shows a strong contrast to Scottish one in it’s structure.2.3.2. English history. Epoch from 1st to 445 A.D. England as the Roman colony. Time period from 60 B.C. to the beginning of the era A.D. is considered today as an epoch of conquest of England by Roman army under the command of Julius Caesar.Period from 1st century A.D. to 445 A.D. is considered to be an epoch of Roman occupation of England. England was a Roman colony at that epoch, and there were no English kings, because England was ruled formally by Roman emperors themselves. The description of this period in Anglo-Saxon Chronicle is in fact a compilation from Roman history of 1st – 5th (middle) centuries A.D. as it appears in Scaliger’s version of chronology.It was 409 A.D. when, according to the Anglo-Saxon Chronicle, Romans were defeated by Goths, leave England and their power was never restored after that date: “In this year the city of Romans was taken by assault by the Goths, eleven hundred and ten years after it was built. Afterwards, beyond that, the kings of the Romans ruled no longer in Britain; in all they had reigned there four hundred and seventy years since Julius Caesar first came to the country” ([2],p.11).2.3.3. Epoch from 445 to 830. Six kingdoms and their union.From 445 A.D. we see six kingdoms on the English land. Each of these kingdoms has it’s own dynastic stream of rulers. Namely they areBrittany = Britain, Saxons = Kent, Sussex = South Saxons,
Wessex = West Saxons, Essex = East Saxons, Mercia.These six kingdoms exist up to 828 A.D. when they all are destroyed in a war and instead of them one kingdom is established – the kingdom of England. It is the time of Egbert, who becomes the first king of united England. The time of about 830 A.D. could be called, following [6],[7], as the end of Six Kingdoms. “It was 829 A.D., the time of Wessex king Egbert, when all Anglo-Saxon kingdoms united into one feudal kingdom” [11, p. 172]. See Commentary 2 which speaks about the term “Saxon”.2.3.4. Epoch from 830 to 1040. This epoch is finished by Danish conquest and then by disintegration of Dutch kingdom in England. Beginning from 830 A.D. English chronicles speak about only one dynastic stream of kings (in united kingdom of England).In the period 1016-1040 A.D. there was a crucial point in English history. In 1016 Danish king Cnut Danish the Great occupied England. He become the king of England, Denmark and Norway simultaneously. But his state proved to be not stable and after his death in 1035 it was divided. A representative of old English dynasty Edward “The Confessor” (1042-1066) became a king in England after that division. The year 1040 is represented in the Fig.1 as one of the most important break points in English history.2.3.5. Epoch from 1040 to 1066. Epoch of the Old Anglo-Saxon dynasty and it’s fallThe reign of Edward “The Confessor” finished in 1066 A.D., which is a well-known date in English history. In that year Edward died and after that England was occupied by Normans with their leader William I Conqueror the Bastard. In 1066 William the Conqueror defeated English-Saxon king Harold in Hastings battle and as a result became an English king himself. Period of his reign was 1066-1087. This well-known date (1066 A.D.) is also represented in the Fig.1.2.3.6. Epoch from 1066 to 1327. Norman dynasty and after it – Anjou dynasty. Two Edwards.This epoch starts with the beginning of Norman dynasty which ruled England up to 1153 or 1154 ([7], p. 327). Just after it the next, Anjou dynasty started in England. It existed from 1154 to 1272 ([7], p. 327).In 1263-1267 a civil war broke out in England ([11], p.260). After that, in the end of 13th c.- beginning of 14th c., the new monarchy was established in England. First kings in this new dynasty were Edward I (1272-1307) and Edward II (1307-1327). In the end of the considered time period there was a war between England from one side and Wells, Scotland and Ireland from another side. England tried to occupy these regions but it’s attempt was not successful. In 1314 Scots won.2.3.6. Epoch from 1327 to 1602.This period is started with the reign of Edward III (1327-1377) and is finished with the establishment of Great Britain as a union of England and Scotland.
The last period from 1600 to the present time is a well-known history, which we do not doubt and do not analyse here.Resume.We see that English history could be divided into several periods which are separated by well-known “break point” dates. We argue that these division is not occasional one. It reflects the existence of duplicates and chronological shifts in English history.3. PARALLELS BETWEEN ENGLISH AND BYZANTINE-ROMAN HISTORY. GREAT BRITAIN EMPIRE AS THE DIRECT SUCCESSOR OF MEDIEVAL BYZANTINE-ROMAN EMPIRE.3.1. Rough comparison of dynastic streams of England and Byzantine-Roman Empire.We saw that old English chronicles claim that England was a Roman colony for the first 400 years of it’s history. Moreover, when they speak about England at that times, they speak more about Rome and Byzantine empire then about England itself. That is why an idea of comparison of English and Roman-Byzantine dynastic streams seems quite natural. For this purpose we used the Global Chronological Map, which was already made by A.T.Fomenko including dynastic streams of Rome, Byzantine empire and England.Even first glance on this map shows a surprising statistical similarity of general structure for density of reigns in Roman-Byzantine empire and in English dynastic streams. Such specific “density picture” exists only for these two dynastic streams – Roman-Byzantine and English ones. Now we are going to describe this picture.Consider a partition of time interval from 1st to 1700 A.D. by decades. Let us calculate the number of kings in England whose reigns intersect with a certain decade. For example if some decade is covered by a reign of only one king then let us assign number 1 to this decade. If it is covered by two reigns then we assign number 2 to it, and so on. As a result of this procedure we obtain a graph which shows us how many kings ruled inside each decade. We call this graph as “density graph” for a given dynastic stream.Because of absence of kings in England before 400 A.D. the values of density graph in that time interval are zero. Approximately in 440 A.D. there were established 6 dynasties in England (six kingdoms, see above) which existed up to (approximately) 830 A.D. when English kingdoms were united. After that union there was only one English dynasty up to present time [2].Similar procedure was applied to the dynastic stream of Roman-Byzantine empire from 1st to 1500 A.D. Information about all Roman and Byzantine emperors of 1st-15th centuries was used. >From 1st c. to 4th c. all Roman emperors are supposed to stay in Italian Rome (and in it’s colonies), and after 330 A.D. another Roman dynasty in New Rome = Constantinople appeared. So, up to 6th c. there were two parallel Roman dynastic streams (sometimes they had intensive intersections). In 6th c. after a known Gothic war western Rome lost it’s status as emperor’s residence. From that time only one Roman dynasty stream in Constantinople = New Rome was existing constantly up to 1453. In 1453 after siege of Constantinople by Turks this stream was finished.
The result of our calculations is shown in the Fig.2. There are two curves in the Fig.2. At the bottom one can see a density graph for Roman-Byzantine empire, and on the top – for England. Note that English chronology is shifted down as the whole block by approximately 275-year shift.Both graphs look very similar. Both of them start with a period of low density and then, at the same moment the density increases very sharply. Periods of such high density have approximately the same length and the same amplitude in both cases. Then the sharp fall of density occurs simultaneously in these graphs. After that both of them are approximately constant. Their value changes mostly in a range of 1-2 reigns per decade for remaining several hundreds years.High density zone in English chronology is located approximately in 445-830 A.D., and for Roman-Byzantine empire this zone constitutes 170-550 A.D. The length is approximately 380 years in both cases. The duration of the historical periods in England and in Roman-Byzantine empire being compared constitutes about one and a half thousand years.We should say once more that such specific density graphs could not be find in other dynastic streams. It is a feature of English and Roman-Byzantine history only.Fig.3 compares density graphs for England and Roman-Byzantine empire in a very rough way: only high density zones are represented from the graphs. Fig.3 clearly shows that the chronological shift between English and Roman-Byzantine history is equal to approximately 275 years.Of course, above method of comparison for two different histories is very rough and could not be considered as a basis for any statements. But such similarity for density graphs is probably a reflection of the same origin of these two dynastic streams (on a long time period). It is also possible that one of them is a reflection of another one. Moreover, some well-known facts from old English history could support this possibility.For example, it is well-known that the old name of England and English people was not “England” but “Anglia”, “Angles” (from “Angel”), maybe “Angeln” ([2], p.12-13,289). Term “Angels” as a name of population appears in Anglo-Saxon Chronicle at a date 443 A.D. After that this term is used constantly. The first king which was called as “king of Anglia (England)” was Athelstan (925-940) ([7],p.340).Note that “Angels” was also a famous noble feudal family in Byzantine which includes Byzantine emperor dynasty of Angels (1185-1204) ([15], p.166).The natural question arises: may be the name “England” – “Angels” – “Anglia” is the reflection of the name of Byzantine dynasty Angels of 11-12th cc.?It was only some preliminary remarks. They could only to suggest that some connection between English and Byzantine ancient history seem to exist. More careful analysis says that these histories on a long time period are the same.Remark. When we speak about a “dynasty stream” we mean simply a sequence of kings in a certain kingdom which is ordered in time. We do not care about family relations
between these kings (which is usually included in term “dynasty”).3.2. Dynasty parallelism between ancient and medieval England from one side and medieval Byzantine Empire from another side. General concept of correspondence between English and Byzantine histories.We have discovered that there exists a strong parallelism between durations of reigns for English history of 640-1327 A.D. from one side and Byzantine history of 378-830 A.D. continued by Byzantine history of 1143-1453 A.D. from another side. This parallelism is represented in a visual form at the bottom of Fig.1.More precisely, we discovered that:1) Dynastic stream of English kings from 640 to 1040 A.D. (400-year period) is a duplicate (reflection) of Byzantine dynastic stream from 378 to 830 A.D. (452-year period). These two dynastic streams coincide after 210-year chronological shift.It means that there exists a subsequence (“dynastic stream”) of English kings whose reigns cover time interval 640-1040 and a subsequence of Byzantine emperors whose reigns cover time interval 378-830, such that they duplicate each other. Note that not all kings or emperors from these epochs are included in those dynastic streams. It is possible because often there were several corulers (i.e., kings or emperors which ruled simultaneously).2) The next period of English kingdom history: from 1040 to 1327 (287-year period) duplicates Byzantine dynasty history from 1143 to 1453 A.D. (310-year period). These two dynastic streams coincide after 120-year chronological shift.3) Dynastic stream of Byzantine emperors from 830 to 1143 also duplicates the same English dynastic history of 1040-1327. It is quite natural because Byzantine history has it’s own duplicates inside it. In particular, Byzantine history of 830-1143 duplicates Byzantine history of 1143-1453. For details see [1],[24].4) The ends of time intervals from English history duplicating Byzantine history coincide with the break points in English history which we pointed out earlier.5) The ends of time intervals from Byzantine history duplicating English history also prove to be certain natural break points in Byzantine history. They generate a partition of the whole Byzantine history into 4 parts which we will denote by Byzantine empire-0, Byzantine empire-1, Byzantine empire-2 and Byzantine empire-3.3.3. Some details of dynastic parallelism (“parallelism table”)3.3.1. English history of 640-830 A.D. and Byzantine history of 378-553 A.D. 275-year shift.We used J.Blair’s Tables [2] as the first main source of chronological information and Anglo-Saxon Chronicle as the second one. Below we use an abbreviation ASC for Anglo-Saxon Chronicle. Note that sometimes different chronological tables contain a slightly different data, but these differences do not influence the parallelism which we are going
to present here.English historyByzantine historyEnglish history of 640-830. Wessex kings – one of the six kingdoms in England of 400-830. This dynastic stream is a part of the dense sequence of kings whose reigns cover the time axis with high multiplicity. See Figs.2,3.Byzantine history of 378-553. Byzantine emperors dynasty starting from the foundation of New Rome = Constantinople. This dynastic stream is a part of the dense sequence of kings whose reigns cover the time axis with high multiplicity. This period of Byzantine history is denoted as Byzantine-0 on Fig.1. See Figs.2,3.Commentary. Durations of reigns are shown in brackets (rounded off to whole years). In the left column the whole list of English kings is presented. In the right column almost all Byzantine emperors appear. Only absent are names of some emperors with very short reign and co-emperors of those ones who are presented here. Note that all English kings (with only few exceptions of very short reigns) are included in this parallelism.1. Cenwalch 643-672 king of Wessex and 643-647 as the king of Sussex. He ruled 29 or 25 years, if we consider only his rule in Wessex (after 647 A.D.)1. Theodosius I The Great 378 or 379 – 395 (16)Queen Seaxburh 672-674 (2), wife of K.Cenwel. Short rule?2. Cens 674-686 (12) according to Blair. In Anglo-Saxon Chronicle we see here two kings: Escwine + Centwine (9 years in total)2. Arcadius 395-408 (13) Caedwalla 686-688 (2). Short rule?3. Ine 686-727 (39) according to Blair and (37) according to Anglo-Saxon Chronicle (= ASC)3. Theodosius II 408-450 (42)4. Aethelheard 727-740 (13), and (14) according to ASC4. Leo I 457-474 (17)5. Cuthread 740-754 (14) accor- ding to Blair and (17) in ASCSigeberht 754 (1). Short rule5. Zeno 474-491 (17) (he ruled two times)?
6. Cynewulf 754-784 (30) accor- ding to Blair and (31) in ASC]6. Anastasius 491-518 (27) 7. Beorhtric 784-800 (16)7. Justin I 518-527 (9)8. Egbert 800-838 (38). In 828 A.D.(i.e., at the 28th year of his rule) he consolidated all six kingdoms into one – Anglia. The last 10 years he ruled as the king of Anglia. He is consi- dered as distinguished king in English history 8. Justinian I The Great. In 553 A.D.(i.e. at the 26th year of his rule) he defeated the Goths (this is well-known Gothic war) and became unique emperor in Roman-Byzantine empire. He ruled during his last 12 years without any corulers. Well-known emperor in Byzantine history3.3.2. English history of 830-1040 and yzantine history of 553-830. Rigid 275-year shift.English epoch of 830-1040. Anglia after consolidation into one kingdom (see Blair [6]).Byzantine epoch of 553-830. Is denoted as “Byzantine empire-1″ in the Fig.1.9. Aethelberht 860-866 (6)9. Justin II 565-578 (13)10. Aethelbald 857-860 (3)10. Tiberius Constantinus 578-582 (4)11. Aethelwulf 838-857 (19)11. Maurice 582-602 (20)12. Aethelred 866-872 (6)12. Phocas 602-610 (8)Here the old English chroniclers transposed two kings, namely – the kings Aethelwulf (see No.11) and Aethelberht (see No.9) were placed in another order (their Byzantine originals are Justin II and Maurice). This confusion has a simple explanation: all four English kings of this period have very similar names beginning from “Aethel”.13. Alfred The Great 872-900 (28) according to Blair and 871-901 (30) according to Bemont and Monod ([7],p.340)13. Heraclius 610-641 (31)14. Edward the Elder 900-925 (25)14. Constans II Pogonatus 641-668 (26)15. Athelstan 925-941 (16). It is supposed today that he was the first who took the name king of Anglia ([7],p.340)15. Constantine IV 668-685 (17)
16. Confusion: the war with Northumbria. The Anglo-Saxon Chronicle mentions about three main kings of this period: Edmund I 941-948 (7), Eadred 948-955 (7), Eadwig 955-959 (4). All these kings ruled relatively short period16. Well-known confusion in Byzantine history in the end of 7th century – beginning of 8th century. Here there are several emperors with a short rules: Leontius II 695-698 or 694-697, Tiberius III 697-704 or 698-705, Justinian II 705-711, Philippicus Bardanes 711-713, Anastasius II 713-715 or 716, Theodosius III 715 or 716-717Thus, both confusion epochs (English and Byzantine) are matched under the rigid chronological shift. We did not discuss here the details because of mess structure of the chronicles of this time period17. Edgar 959-975 (16)+ Edward “The Martyr” 975-978 (3), and totally (after summation) they give 19 years. Their names are similar and consequently their union is natural17. Leo III Isaurian or the Syrian 717-741 (24)18. Aethelred II “The Unready” 978-1013 (35)18. Constantine V Copronimus 741-775 (34)19. Cnut The Great Danish 1017-1036 (19). His death indicates the disintegration of Danish empire. Thus, this epoch is finished by the well- known event in the history of Anglia. Let us note that this fragment of English history is matched with Byzantine epoch under 210 (or 275)-year shift (approximately)19. Constantine VI Porphyrogenitus 780-797 (17). Let us note that now we are in the end of historical epoch which was marked out in [1] and [24] as Byzantine empire-1 (527-840). Thus, in this column of our table we came to some important turning-point in Byzantine historyThe old English chronicles placed in the end of this epoch (in history of Anglia) two “short” kings: Harold I Danish (1036-1039, ruled 3 years) and Harthacnut (1039-1041, ruled 2 years). We did not find the Byzantine duplicate-original for Harthacnut, but the original-duplicate for Harold I will be demonstrated below
We continue the motion along English history in the left column of the table. The parallel with Byzantine history will continue (in the right column). But this parallel becomes more clear and evident if we take the next epoch “Byzantine empire-3″ (1143-1453) instead of the epoch “Byzantine empire-2″ (Fig.1). As we explained before, these two epochs of Byzantine history are parallel, i.e. they are duplicates (of course, not identical). Consequently, we will list in the right column of the table the emperors from “Byzantine empire-3″ and also will indicate here their duplicates from “Byzantine empire-2″. And we will see that the parallelism between English and Byzantine history will continue until the fall of Constantinople in 1453.3.3.3. English history of 1040-1327 and Byzantine history of 1143-1453. Rigid 120-year shift.English epoch of 1040-1327Byzantine epoch of 1143-1453. Is marked as “Byzantine empire-3″ in the Fig.1. It is the original for “Byzantine empire-2″20. Edward “The Confessor” 1041-1066 (25)20. Manuel I Comnenus 1143-1180 (37)The death of Edward “The Confes-sor” indicates the beginning of Norman invasion. It is possible, that English chronicles mean here in reality “Roman invasion” because there is the parallel between some periods of Roman history and Norman history (see [1],[24])After the death of Manuel I the hard time for Byzantine empire began and the turning-point is the well-known crusade and the conquest of Constantinople in 1204. It is supposed today that Italian Rome organized the invasion in Byzantine empireThe commentary to the dynastic stream of English history. After the death of Edward “The Confessor” a new king Harold II “Godwinson” took the throne. He ruled only 1 year and was killed in 1066 in the battle near Hastings. From the other hand it is known ([7],p.343) that in reality he got a great political power in 1054 when Edward was alive. But the English chronicles placed just before the rule of Edward “The Confessor” one more “short” (i.e. with a short rule) Harold, namely Harold I “Harefoot” (1036-1039) who ruled only 3 years. It is possible that this Harold I is simply the reflection of Harold II
21. “Doubled Harold”, i.e. Harold I Danish (1036-1039) and then Harold II (1066 year). Harold II ruled only 9 months. It is clear that this “doubled Harold” is the reflection of Byzantine”doubled Isaac Angelus”, who ruled two times. His second rule was short: less than 1 year21. Isaac II Angelus 1185-1195, then he lost the power and appeared on Byzantine throne again in 1203 (second time). He ruled no more than 1 year and finally lost the power in 1204, after the conquest of Constanti- nople by crusaders. Thus, his second rule was no more than 1 yearNorman conquest of Anglia. The famous battle near Hastings in 1066The conquest of Byzantine empire by crusaders. Famous fourth crusade 1199-1204We will speak later and more detailed about the parallel between these events22. William I of Normandy (Bastard) The Conqueror 1066- -1087 (21). His rule starts the new Norman dynasty in Anglia22. Theodore I Lascaris 1204-1222 (18). In 1204 a new Nicaean empire starts on the territory of Byzantine empire. The reflection of Theodore in Byzantine empire-2 is Basil I the Macedonian 867-887 (19)23. William II “Rufus” 1087-1101 (14). Thus, here we have 14 years and in the right column we have 11 or 12 years. We see here some confusion in the chronicles because in the right column Isaac II Angelus ruled twice23. Possibly, there is some mess in the chronicles when they describe the Norman dynasty and Nicaean empire. The first conjecture: the original preimage for William II is lost. Second conjecture: this is again Isaac II Angelus. But in this case the chronicle took the whole his rule: 1185-1195 and then 1203- -1204, i.e. totally 11 or 12 years.24. Henry I 1101-1135 (34 or 35 years)24. John III Vatatzes 1222-1254 or 1256 (32). His reflection in Byzantine empire-2 is Leo VI “The Philosopher” 886-912 (26)25. Stephen of Blois 1135-1154 (19). King Stephen finishes the Norman dynasty in Anglia ([7],p. 357). The next king Henry II starts a new Anjou dynasty in Anglia25. Michael VIII 1259 or 1260 until 1282 or 1283 (23). His reflection in Byzantine empire-2 is Romanus I 919-945 (26). Michael VIII starts a new Palaeologus dynasty which lasts from 1261 until 1453
Thus the rigid chronological shift matches English Norman dynasty with Byzantine dynasty of Angelus and then matches the next Anjou dynasty with Byzantine dynasty of Palaeologus26. Henry II Plantagenet 1154-1189 (35). Note that both terms Plantagenet and Porphyrogenetus have the same meaning: “one who was born in a shirt”. This term has well- known meaning – see commentary below26. Andronicus II Palaeologus 1282 or 1283 – 1328 (46). If calculated from 1283 to 1320 – the moment when his co-ruler Andronicus III began to reign then duration of Andronicus II reign is 37 years. He was reflected as Constantine VII 910 or 912 – 959 (47),(49) in Byzantine empire-2.Commentary. Term (name) “Porphyrogenetus” = “Porphyro” + “Genitus” could be interpreted as “one, who was born in porphyr”. It says about birth in a “royal attributes”, maybe “royal clothes”, “royal shirt”. It suggests a rare case from medical practice when a baby is born “in a shirt”, i.e. still in placenta (placenta sounds similar to “planta” – part of “Plantagenet”). In old times such cases were considered as a sign of outstanding future for the baby (good or bad one). We see in English version (left column) a name Plantagenet, i.e. Planta + Genet. It means exactly “birth in a planta, in a cover” – the same as “birth in a shirt”27. Henry II established a known dynasty of Plantagenets (House of Plantagenet) in English history. This dynasty was finished in 1329 with Richard II. So, this dynasty covers time interval 1154-1399 ([27], p.346).27. Michael VIII. He was just before Andronicus II. He established a known dynasty of Palaeologus in the history of Byzantine. This dynasty covers time interval 1261-1453 (up to the siege of Constantinople) ([27], p.636).So, the chronological shift which we discovered puts together two dynasties: Palaeologus’ and Plantagenets. Dynasty of Palaeologus’ is finished in 1453 and reflecting them Plantagenets continue up to 1399. 28. Richard I Coeur de Lion 1189-1199 (10). Duration of his reign is 10 years which is close to 13 years – duration of reign of his analog (original) in Byzantine empire28. Andronicus III Palaeologus 1320-1328-1341. Formally his reign lasts 21 years (1320-1341), but his reign as unique emperor (without corulers) was only for 13 years (1328-1341). In 1328 finished the reign of his coruler – emperor Andronicus II.29.John Santer 1199-1216 (17)29. John VI Cantacuzenus 1341 or 1347 – 1355 (15)
30. Henry III 1216-1272 (56). Henry III was the last king in Anjou dynasty in England. Dynasty of Palaeologus in Byzantine empire (right column) is not finished at this point but it is near to the end30. John V Palaeologus 1341-1391 (50). His has a reflection in Byzantine empire-2: Basil II Bulgaroktonos (975 or 976 – 1025). Basil II Bulgaroktonos’ reign was for 49 or 50 years.31. Edward I 1272-1307 (35)31. Manuel II Palaeologus 1391-1425 (33 or 34).32. Edward II Caervarven 1307-1327 (20)32. John VIII Palaeologus 1424-1448 (23 or 24).End of parallelism.In 1453 Constantinople was seized by Turks and Byzantine Empire changed to Turkey.Fig.4 illustrates this parallelism. It is important that durations of reign fit each other so well in the case when the same chronological shift was applied to all reigns. All dynasty was shifted as a whole, it’s internal time was unchanged.Fig.5 shows the same parallelism in a different form which is designed for visual comparison of durations of reign in both dynasties. For quantitative comparison we used numerical characteristic of a distance between two arbitrary dynasties, which was introduced in [1],[24]. It appears that this “distance” drops into a range of values which are normal only for strongly dependent dynasties (details about this numerical characteristic one can find in [1],[24]). Recall that two dynasties are called as dependent ones if they both reflect the same real dynasty.Dependence of these two dynasties (we mean statistical dependence of reign durations) is the main result of this paper. It is in fact a formal result and we might finish on it. But many not formal questions follow after this result is claimed. Main of them is: what real events lay under both of these two dynasties? What was the real history?4. CORRECT ENGLISH HISTORY IS MORE SHORT IN TIME BUT MUCH MORE DENSE IN EVENTS THAN IT IS SUGGESTED BY TEXTBOOKS4.1. Our new concept of English historyThe answer follows definitely from the above parallelism and from the Fig.1. Naturally, the more new dynasty (one which was later in time) is to be supposed as original one. This is a Byzantine dynasty 1143-1453 A.D. It was denoted above as Byzantine empire-3. In [1],[24] it was discovered that Byzantine empire-3 is a source of information for it’s reflections Byzantine empire-0, Byzantine empire-1 and Byzantine empire-2. Roughly speaking the whole Byzantine history is constructed from several blocks – duplicates of the same epoch: 1143-1453 A.D. As we discovered, English history being stringed to the English kings dynasty is a duplicate of Byzantine history up to 1327 A.D. (in English chronology) = 1450 A.D. (in Byzantine chronology). Middle of 15th century was a time from which we have enough information, so Byzantine dynasty of that time was surely a real one. It suggests that Byzantine is an original in above parallelism, and England before 1327 A.D. – a reflection. It could be seen from the Fig.1 how English history before
1327 A.D. was constructed from several reflections of Byzantine Empire of 1143-1453 A.D.As a resume we present the follows hypothesis.1) According to English history of 1-400 A.D. England at that time was a Roman province. English history of that period speaks more about events in Rome itself then in England. It was proved in [1],[24] that Roman history of that time reflects real events from 9-13th cc. A.D.2) That chronicles which are supposed now to speak about English history of 400-830 A.D. appear to describe Rome and Byzantine empire-0. Therefore these chronicles reflect some real events of 9-15th cc. which took place in Byzantine empire.3) That chronicles which are supposed now to speak about English history of 830-1040 A.D. appear to describe Byzantine empire-1. These chronicles also reflect real history of 9-15th cc. in Byzantine empire.4) That chronicles which are supposed now to speak about English history of 1040-1327 A.D. appear to describe Byzantine empire-3 and therefore they reflect real history of 9-15th cc.in Byzantine empire. The name “Anglia” (England) came from the name of well-known Byzantine dynasty of Angels (1185-1204 A.D.)5) Thus, in this hypothesis we suggest that those ancient and medieval English chronicles which are now available and which are thought by historians to speak about some events from the epoch before the beginning of 14th century, are in fact devoted to certain periods of Byzantine history of 9-15th cc. Roughly speaking, ancient English chronicles are in fact Byzantine chronicles which were taken from Byzantine to England and then modified in a such way that they seem to speak about events in England.6) The time when written history of the island which is today called as England really begins is most probably the epoch of 9-10th centuries. Now we have only very few information about that early period of English history on the island. So the description of English history of 9-13 cc. is in fact rather fragmentary. But this information about real island events was then “covered” by chronicles brought from Byzantine empire. The resulting sum of two fibers: “island fiber” and “Byzantine fiber” we can see now as the English history of 9-13th cc.7) Starting from 14th century English history speaks about real events in England only. Roughly speaking, traditional version of English history becomes correct from 14th c.8) One might ask: “If you are right, how to explain the fact that in ancient English chronicles there are chronological details about, for example, how many years there were between the Flood and a certain event of English history? These chronological details often agree with Scaliger’s (modern) chronological concept.” The answer is follows.At first, note that chronological and astronomical data from ancient chronicles in many cases strongly contradict with modern historical version. See [1],[24].
In the second, even if we see that a direct chronological statement from ancient text agrees well with modern tradition, it says really nothing, because all ancient chronicles which we have today, were finally edited only in 15-17th cc. And it was exactly the time when modern chronological concept was worked out (in general). Such direct chronological statements are simply the traces of chronological computations of 15-17th cc. At that time historians “calculated” the dates of ancient events and then placed (for reader’s convenience) the results of their (medieval!) calculations inside ancient historical texts. The fact that chronological statements in different ancient texts often agree means that today we have mostly the results of work of only one medieval chronological school. It was the chronological school which work was supervised in 15-17th cc. by Roman-Catholic church.Often, astronomical calculations were used for chronological purposes. In this case there could be certain astrological motivations in medieval astronomical calculations for chronology. Medieval scientists, and historians among them, often trusted astrology and could use it in their considerations. Maybe medieval astrologers tried to solve problems like these: what was the planetary configuration at the moment of coronation of Justinian I (or when ancient lunar eclipses occurred etc.)? Results of such astronomical calculations of 15-16th cc. could be placed in ancient texts to make their chronology more clear. It was large work and it might be very useful if the calculations were correct. Unfortunately, medieval astronomers and historians made a lot of mistakes. These mistakes are discussed in [1],[24]. As a result of such mistakes, ancient chronicles got an incorrect chronological skeleton. This incorrect chronology was then supported by church authorities and by medieval scientific schools. It was the chronology which we have now in our textbooks. And today, our contemporaries – the historians and chronologists – take the ancient chronicles (from archives) and with pleasure discover in them the “astronomical and chronological information”. Then, basing on the modern theory, they date the described eclipses, horoscopes (i.e., the configuration of the planets along the zodiacal constellations). After this, historians discover (with great pleasure) that sometimes these records from “ancient chronicles” satisfy to the Scaliger’s chronology (and, consequently, are correct). Of course, sometimes there are some contradictions. And sometimes – very serious. The real explanation is as follows: the medieval methods for calculations were more rough that modern ones. Then in each such case the modern chronologists “correct” these “records of ancient chronicler”. As a result, they form the illusion of the correctness of traditional Scaliger’s version of ancient chronology. But what the modern historians really do when the results of modern astronomical calculations sharply disagree with Scaliger’s chronology? As we know today (see, for example, [1],[24]) the list of such contradictions is very long. This fact shows that Scaliger’s chronological version is wrong. But in all such cases the modern historians start to speak (with a great irritation and displeasure) about “ignorance of ancient observers and chroniclers”, about “impossibility to apply the modern scientific methods to the analysis an ancient texts” etc.The visual picture of our chronological conjecture you can see in the Fig.6.4.2. In which way the Byzantine chronicles were inserted into medieval English history (of the island Anglia)?The answer will be extremely simple if we will erase from our minds the picture which is imposed by traditional Scaliger’s chronology.Starting from 11th century, several crusades storm the Byzantine empire. Several feudal
crusaders’ states were founded on the territory of Byzantine empire in 11-14th cc. In these states many nations were mixed: local population, the crusaders from England, France, Germany, Italy etc. In these crusaders’ regions and in Byzantine empire the new culture was created, in particular, were written a historical chronicles. Among Byzantine inhabitants were a lot of people from Europe, in particular, from some island, which later will be called England.In 1453 A.D. Turks conquered Constantinople. Byzantine empire was ruined and the crowds of its inhabitants leaved the country. Many of them returned in the Europe, in their old homeland. In particular, – in the island Anglia. These descendants of crusaders took with them their Byzantine historical chronicle, because these texts describe their own real history in Byzantine empire (during many years – one or two hundreds years). Several decades passed. On the island Anglia starts the writing its history (i.e., the history of the people living on the island). In 16-17th centuries some qualified historians appear and start to create the general history of the whole land Anglia (“from the beginning”). They search for ancient documents. Suddenly they find several old trunks with “very old” documents. The documents are dusty, the paper is very fragile, and the old books fall to pieces. These chronicles were transported from Byzantine empire. But now (in 16-17th cc.) nobody knew this. Unfortunately, the prehistory of these trunks is forgotten. And, unfortunately, is forgotten that these chronicles describe the history of ANOTHER LAND. The English historians of 16-17th centuries carefully analyse these texts as the history “of island England” and put them into the basis of “old British-island history, which started many centuries ago”. In some strong sense they were right because really the authors of the chronicles were closely connected with island Anglia (but, let us repeat, described ANOTHER LAND – Byzantine empire).This process is quite natural and does not suggest any special falsification of the history. Such natural errors were inevitable at the first steps of creating of the general history.As a result, appeared such chronicles as Anglo-Saxon Chronicle, the Nennius’ chronicle etc. After some time this wrong version of an old English history stand stockstill, becomes a “monument”. Further historians simply modify (only a little) the initial scheme of the history, add some new documents. And only today, using some statistical and other methods we start to discover some strange regularities inside the “history textbook” and start to realize that the real history was possibly sufficiently shorter and that today we need to remove from the “old English history” its “Byzantine part” and return this piece to its right place (in time and in the geographical sense)This procedure is very painful. We realize this because we discovered the same problem in the old Russian history, when we also found several chronological duplicates.General remark. It is possible, that this process of “insertion of an old Byzantine chronicles” in the beginning of a “local history” is presented for several different regions which were closely connected with Byzantine empire. In particular, it is true for Russia, for England, for Rome, for Greece.5. OLD ENGLISH CHRONICLES AS ORIGINAL DOCUMENTS WHICH SPEAK ABOUT REAL EVENTS OF 10-13th CENTURIES5.1. Roman consul Brutus – the first who conquered Britain (and the first king of Britts)
We have analyzed above the durations of rules and suggested the conjecture that old English history is “a chronological reflection” of one period of real Byzantine history. The following question immediately arises: what about old English chronicles – do they confirm this conjecture? – or there are some contradictions? Let us take these chronicles and let us read them once more by “fresh sight”, without a priori “school” hypothesis about “great antiquity” of these sources.Now we recall to the reader well-known facts from traditional history of England (Anglia in old texts). Let us take, for example “Historia Brittonum” of Nennius, “Historia Britonum” of Galfridus Monemutensis and Anglo-Saxon Chronicle.Galfridus calls Brutus as FIRST king of Britts ([9],p.5). In brief, the story of conquest of Britain is as follows. After the end of the Trojan War and after the fall of Troy, the Trojan hero Aeneas arrived on the ship in Italy. After two or three generation his great-grandson Brutus was born ([9],p.6-7). By the way, Nennius thinks that “time distance” between Aeneas and Brutus is sufficiently more ([8],p.173). He states that “the distance” between Trojan war and Brutus is about several hundreds years. However, this difference is not so important for us.Then Brutus leaved Italy and arrived it Greece, where becomes the leader of Trojans survived after war. Brutus collects the large fleet and then his army (on the fleet) leaves Greece. After some time they landed on some “island”, began the battle with local people, won the war and founded the new kingdom.This is Britain.Brutus is the first in the row of rulers in ancient Britain. Today they are considered as legendary heroes, because, according to traditional chronology, these events were “in a deep past” (before Jesus Christ).Nennius tells the analogous story of Brutus (but more short). Nennius definitely states that Brutus “arrived on the island, which was called by HIS NAME, i.e., on the island Britain, then populated the island by his posterity and lived there. From this day and before now the Britain is populated” ([8],p.173). Thus, the Britain was called by the name of Brutus.Then Nennius informs us about opinion of some other authors, that “island Britain was called by the name of Britt, son of Isicion, who was the son of Alan” ([8],p.172). But according to the most widespread and authoritative version (which is quoted by Nennius) Britain was called “by the name of Brutus, who was ROMAN CONSUL (! – Auth.)” ([8],p.172). Thus, Brutus – the first king of Britain was Roman consul.This statement is extremely strange and impossible from the point of view traditional Scaliger’s chronology, because Rome was founded only about 753 B.C. and consequently in the epoch of this Brutus there are no “Roman consuls” and even no Rome! Anglo-Saxon Chronicle states that: “The first inhabitants of this land were the Britons, who came from ARMENIA (!-Authors)…” ([2],p.3).It is quite clear that here the name Armenia points out on the Romania, i.e. on the Roman-Byzantine empire, which was called Romai-Romania. Thus, as we see, the English chronicle again connects Britain and Roman-Byzantine empire.
Of course, today this statement of old chronicle is declared by historians as erroneous. The modern commentary is as follows: “instead of erroneous name Armenia one should read Armorica = Brittany” ([2],p.3). However, the replacement of Armenia by Armorica does not help to traditional history: the name Armorica also can be connected with the name of Roman-Byzantine empire. Our conclusion does not change.Thus, old English chronicles state that Britain was at first conquered by Roman consul Brutus, who arrived there with a military fleet and founded the British kingdom. He became the first king of an island Britain.5.2. Consul Brutus of English chronicles – was he a contemporary of Julius Caesar?It seems that the answer is quite clear. We need only to understand – when lived this remarkable Roman consul (according to traditional chronology)? It is very simple. The qualified reader already prompts to us the right answer: it was 1st century B.C. In this century we see (in modern textbook in ancient history) the well-known Roman consul Brutus – the friend and brother-in-arms of Julius Caesar. Brutus took part in many campaigns of Julius Caesar. Then Brutus betrayed Caesar – his patron and protector. We remember from our “scholar childhood” the bitter words of Caesar: “And you, Brutus”, which Caesar said when Brutus struck him by the sword.As we also known, the traitorous murder of Caesar – one of the most important episode in “biography” of ancient Roman consul Brutus. It is remarkable, but the old English chronicles also speak about this episode but in a slightly different words. They state that Brutus (the first Britts’ king) killed his farther. This murder is considered by chronicles as accidental, unintentional. Allegedly, Brutus shot an arrow and accidentally killed “his farther” ([8],p.173). In our opinion, this is slightly distorted Roman story about murder of Julius Caesar by Brutus. Here “farther” is Caesar – former friend and protector of Brutus.Because of this terrible murder, the people expel Brutus from his native land. It was done in both stories: in Roman and in English. Brutus started on a journey.Our simple and natural conjecture is as follows: in the old English story about conquest of Britain acts Brutus – the contemporary of Julius Caesar. As we saw, this conjecture is supported by ancient documents, although they do not call directly Brutus as friend or enemy of Caesar. Indeed, all chronicles state that AT FIRST Britain was conquered by Julius Caesar. Some interesting details are reported. Namely, Caesar arrived in Britain with Roman military fleet which consisted of about 80 ships ([2],p.5). But the conquest of the land became a complicated problem and soon Caesar returned in Britain with the fleet consisting of 600 (!) ships. After the battle the local army of natives were defeated and Romans founded the new kingdom. Moreover, Nennius claims that Julius Caesar WAS THE FIRST ROMAN who arrived on the island Britain and conquered the kingdom and Britts ([8],p.176).Thus, if Brutus WAS THE FIRST ROMAN arrived in Britain, and if Julius Caesar also WAS THE FIRST ROMAN arrived in Britain, then BRUTUS and JULIUS CAESAR are simply CONTEMPORARIES and brothers-in-arms. This conclusion evidently follows from old English chronicles.Let us resume these corollaries in the form of some table.
Brutus – the first king of BrittsJulius Caesar1. The first Roman arrived on the island, conquered the land and founded the kingdom1. The first Roman arrived on the island, conquered the country and also founded the kingdom2. Arrived in Britain with great military fleet2. Was the head of great military fleet which invaded into the land3. “Accidentally” killed his father by arrow3. His contemporary – Roman Brutus, Caesar’s friend, traitorously killed Caesar (= “his father-protector”)4. The murder of Brutus’ father by his son was predicted in advance by prophet (see Nennius, [8],p.173)4. Well-known story: the murder of Julius Caesar was predicted by Roman prophet (see, for example, Plutarch)5. Afterwards Brutus was expelled from his native land (as the men who committed the murder)5. Romans expelled Brutus as great traitor, because he killed Julius Caesar6. Roman consul Brutus starts the history of Britain6. Julius Caesar lived (according traditional chronology) in 1st c. B.C.Thus, from the position of common sense we immediately date the epoch of the first Brutus’ conquest of Britain (with his contemporary Julius Caesar) by 1st century A.D. Let us note, that this our statement is not new in reality. All experts know that Caesar conquered the Britain in 1st century A.D. All experts know that Brutus was the first who conquered Britain. We simply combine these two facts and formulate the evident conclusion:”Ancient” Roman consul Brutus – the “father” of all Britts, the first king of Britain, the “starting person” of the whole English history – is a contemporary on Julius Caesar, i.e., well-known in classical Roman history consul Brutus.The reader qualified in ancient history can, of course recall here also the second known Brutus in Roman history, who acted allegedly about 6th c.B.C. in Rome. He expelled the Roman kings from the capital and founded the Roman republic. But this historical epoch is in reality another chronological duplicate (copy), reflection of the epoch of Julius Caesar. It was discovered in [1],[24]. Consequently, the attempt to identify the Brutus = the first king of Britts – with “another Brutus” – fails. We again come to the epoch of Julius Caesar (1st century A.D. according to traditional chronology). Let us recall here, that according to chronological results, obtained in [1],[24], the epoch of Julius Caesar is in reality the duplicate (reflection) of the epoch of 10-11th cc.A.D.The reader can ask us: why we discuss in such details such evident question (the
identification of Brutus – the first king of Britts – with Brutus of Caesar’s epoch)?Our answer is as follows. This our statement is mortally dangerous to the traditional chronology of England (and not only England). This is the explanation why the traditional historians try to avoid any serious discussion about the assertion of English chronicles, that Brutus was Roman consul and that Britts are the descendants of Romans. In particular, the modern commentators of Nennius and Galfridus (A.S.Bobovich and M.A.Bobovich) irritatedly write: “The (medieval – Auth.) idea to deduce the origin of Britts from Romans and Trojans is not so original: already in 6th century A.D. the Frank’s rulers deduced their origin from Trojans (and, in our opinion, they were right, see the discussion about this subject in [1],[24] – Auth.)” ([9],p.270). And then commentators add carefully: “There are several Brutus in Roman history”. They do not continue and do not discuss this remark, and now we realize – why. If you start to analyse the “Brutus’ problem”, you (as we demonstrated above) will make the inevitable (and catastrophic for traditional chronology) conclusion that “English Brutus” was the contemporary of Julius Caesar.BUT WHY THIS CONCLUSION US SO DANGEROUS?At first, because in this case the so called “ancient legendary British history” is immediately moved upwards by approximately 1000-year shift in the epoch of 1-13th A.D. and moreover, in 10-15th cc.A.D.Such corollary, of course, is completely unacceptable (and totally fantastic) to any modern traditional historian. But there are some another, sufficiently more dangerous corollaries. About this – our next section5.3. Biblical events in English chroniclesThe “Historia Britonum” of Galfridus Monemutensis is strung on the pivot of biblical history. This means that sometimes, when speaking about the events of British history, Galfridus inserts the phrases similar to this: In Judea the prophet Samuel ruled at this time ([9],p.20). These rare phrases are scattered along the chronicle and form the rough (and very brief) skeleton of biblical history of prophets and biblical kings, which is closely interwoven with the stream of British history. But, by the way, Galfridus does not give any absolute dates. His chronology is completely relative, i.e., he tells only – in the time of which biblical kings (or prophets) were occurred some of British events. Thus, when analyzing the English chronology in a unprejudiced way, we meet the necessity to start the analysis of biblical chronology also. Let us do it and we will see what we will obtain.The evident identification of “English Brutus” with well-known Brutus from the epoch of Julius Caesar, is impossible for traditional historian because in this case the whole biblical chronology is automatically moved from its traditional place (in time) upwards by about at least 1000-year shift ! In reality this shift will be sufficiently more: about 1800 years! See [1],[24].Indeed, if “English Brutus” (the forefather of Britts) is placed in 1st century B.C., then, according to the “Historia Britonum” of Galfridus Monemutensis, ALL BASIC EVENTS OF BIBLICAL HISTORY should be distributed on time axis from 1st century A.D. until 13th century A.D. Here we mean: the history of all biblical prophets, the history of the kingdom of Judah and the kingdom of Israel et cetera. On the face of it, such conclusion is completely impossible! Traditionally, biblical history is dated from 11th century B.C.
until 1st century A.D.But if we will wait a little and will try nevertheless to place ancient biblical history on the interval from 1st century A.D. until 13th century A.D. – what we obtain?It turns out that this procedure does not lead to the contradiction with ancient evidences of ancient texts. We suggest to the reader to take the books of Fomenko [1],[24], where you can find the details. Here we demonstrate only one, but remarkable example.5.4. Do we interpret ancient texts in a proper way? Problem of vowels restoration.In the attempt to read and date the most of the ancient manuscripts (ancient Egyptian, ancient Slavonic, biblical et cetera) certain basic problems are frequently encountered.]As soon as J.Sunderland started investigating the original language of the Old Testament, he, in his words, “…faced the fact of enormous and even startling importance. The thing is that the Jewish written language originally had neither vowels nor signs replacing them. The books of the Old Testament were written only with consonants” ([16], p. 155).This is also typical for other languages. For example, an ancient Slavonic text was a chain of only consonants, too; sometimes even without signs replacing the vowels, or without division into words. Old Egyptian texts were also written in consonants only.According to well-known chronologist E.Bickerman, “…the names of Egyptian kings are given in contemporary literature schematically, in a quite arbitrary, so-called scholastic manner adopted in school textbooks. These forms are often greatly different from each other; it is impossible to order them somehow, due to their arbitrary reading (! – Authors.) which became traditional” ([17], p.176).Probably, the rarity and high cost of writing materials in ancient times made the scribes save them, and omit the vowels, thereby essentially shortening the text.J.Sunderland continues:”However, if we take the Jewish Bible or a manuscript today, we shall find in them the skeleton of vowels filled with dots and other signs denoting the missing vowels. These signs did not belong to the old Jewish Bible. The books were read by consonants, and the intervals were filled with vowels according to one’s skill and the apparent requirements of the context and oral legends” ([16], p. 155).Imagine how exact the meaning of a word written in consonants can be if, for example, CLN can mean clean, clan, colon, and so forth.According to T.Curtis, even for the priests, the content of manuscripts remained extremely doubtful and could be understood only by means of the authority of the legend ([16], p. 155).It is assumed that this serious short-coming of the Jewish Bible had been eliminated not earlier that the 7th or 8th century A.D., when the Massoretes revised the Bible and added
signs replacing the vowels; but they had no manuals, except their own reason, and a very imperfect legendary tradition ([16], p. 156-157).Well-known expert S.Driver adds that, since the times of the Massoretes in the 7th-8th century A.D., the Jews have taken to keeping their sacred books with extraordinary care, but then it was too late to repair the damage already done. The result of such attentiveness was just the immortalization of the distortions, which were then placed on exactly the same level of authority with the original text ([16], p.157).J.Sunderland: “The opinion reigning earlier was that the vowels had been introduced into the Jewish text by Ezra in the 5th century A.D. But in the 16th and 17th century, E.Levita and J.Capellus in France refuted this opinion and proved that th vowels had been introduced only by the Massoretes. The discovery created a sensation in the whole of Protestant Europe. Many people believed that the new theory would lead to disproving the religion completely. If the vowels were not a matter of Divine Revelation, but only a human invention, besides, a much later one, then how could we rely on the text of the Scripture? This discussion was one of the hottest in the history of the new biblical criticism and proceeded for more than a century, stopping only when the validity of the new point of view was acknowledged by everyone” ([16], p. 157-158).5.5. Geography and chronology of biblical events.5.5.1. Problems with traditional geographical localizations.Even if the vowels of common words are not that important (you can easily reconstruct a well-known word from the context), the situation changes completely when combination of consonants meaning a city, country, the name of a king, etc., appears in an ancient text. Tens and hundreds of different variants of vowels for one term (word) may be found, stating the “identifications” of the biblical vowel-free names of cities, countries, and others, made by traditional historians proceeding from the chronological (and geographical) version of J.Scaliger and the localization referring the biblical events to the Near East.As the archaeologist M.Burrows notes, the archaeological job generally leads to the undoubtedly strongest creed in the reliability of biblical information (cit.from [18], p. 16).F.Kenyon of the British Museum insists as much categorically on archaeology refuting the “destructive skepticism of the second half of the 19th century” [18].But here is unexpected information reported by the well-known archaeologist G.Wright, who, by the way, is a staunch partisan of the correctness of orthodox localization and of traditional dating biblical events. He wrote, “A great many findings do not prove or disprove anything; they fill the background and only serve as historical artifacts. Unfortunately, the desire “to prove” the Bible permeates many works available to the average reader. Historical evidences may be used in an incorrect manner, whereas the conclusions dawn are often erroneous and only half correct” ([18], p. 17).If we attentively examine the fundamental facts about the Bible discovered by N.A.Morozov [19], then we shall see that none of the books of the Old Testament contain any solid archaeological confirmation of their traditional geographical and time localization. As I.A.Kryvelev noted, the whole “Mesopotamian” biblical theory will be questioned.
The traditional localization of the events described in the New Testament is no better.I.A.Kryvelev many years studied the biblical geography and chronology. He wrote, “The reader interested in biblical archaeology may be bewildered by the hundreds of pages speaking of excavations, landscapes, or artifacts, historical and biblical background. And, in the conclusion, when it comes to the results of the whole job, there are only a number of indistinct and imprecise statements about the problem not having been completely solved, but that there is still hope for the future, and so forth. We may be absolutely sure that none of the stories of the New Testament contains any somewhat convincing archaeological confirmation (in terms of the traditional localizations – Authors). This is perfectly true, in particular, if applied to the figure and biography of Jesus Christ. Not a single spot traditionally regarded as the arena of a particular event occurring in the New Testament can be indicated with the slightest degree of confidence” ([18], p. 200-201).The natural question arises: where the events of Old and New Testaments were geographically located in reality?5.5.2. Where ancient Troy was located?In reality, considerable difficulties accompany the attempts of geographical localization of many of the ancient events and cities (not only from the Bible).For example, one of the accepted today traditional localizations of the famous city of Troy is near the Hellespont (= the sea of Helen). It is for this particular reason that Schliemann ascribed the famous name of Troy (described by Homer) to the rests of a small ancient village he excavated near the Hellespont. It is well known that today we have not any proofs of this “identification”.It is assumed today, that according to traditional chronology, Troy was completely destroyed in the 12-13th century B.C. and after this was never reconstructed [17]. But, it turns out, that in the Middle Ages, Italian city Troy, which still exists today [1],[24], enjoyed widespread fame. This is celebrated medieval city which played an important role in many medieval wars; especially, in the well-known war of the 13th century.Many Byzantine historians also speak of Homer’s Troy as of an existing medieval city, namely, Choniates Nicetas and Gregoras Nicephoras ([20], v. 6, p. 126).T.Livy indicates the spot named Troy and the Trojan region in Italy (Book.1). Certain medieval historians identified Troy with Jerusalem (see, for example, [21],p.88,235,162,207), which embarrasses the modern commentators: “The book of Homer somewhat suddenly turned (in the medieval chronicle, while describing Alexander’s expedition to Troy – Authors)… into the book on the destruction of Jerusalem” ([21], p. 162). Let us recall that the second (well-known) name of Troy is Ilion, whereas the second name of Jerusalem is Aelia Capitolina ([19], v. 7). It is absolutely clear that in the names of these cities there is a similarity: Aelia = Ilion.The books [1] and [2] contains the data and arguments which allow to assume that Homer’s Troy is the Constantinople (= New Rome), and that the Trojan War is the reflection of crusades which started from 11th c.A.D. The Constantinople was captured during crusades. Besides this, some part of the legend on Trojan War is the reflection of
a real medieval war from the middle of 13th c.A.D. in Italy. The Italian city Troy was involved in this war (see [1]).The identification of the Great Troy with Constantinople follows also from the texts of crusades epoch. The chronicler Rober de Clari told that the Great Troy was located near the entrance into the “branchium Sancti Georgii” ([25],p.210). It is supposed today that this is the Dardanelles. From the other hand it is also known that another famous chronicler of the 4th crusade – Villehardouin – calls as “branchium Sancti Georgii” not only the Dardanelles but also the Bosporus! M.A.Zaborov (modern historian) notes: “Villehardouin applies the name “branchium Sancti Georgii” to the Dardanelles and to the Bosporus” ([25],p.238).Thus, the Great Troy can located also near the entrance into the Bosporus. But here we see the Constantinople!Consequently, it was completely unnecessary to search the “rests” of the Troy on a desert hills as Schliemann done. Our conjecture: the Trojan War is the reflection of the one or several crusades on the Constantinople or on Italian Troy.The well-known medieval “Novel on the Troy” of Benoit de Sainte-Maure (“Roman de Troie”) was finished allegedly between 1155 and 1160 A.D. “The source of this novel is the “History of Troy destruction” written by some Dares, who was allegedly the eyewitness of Trojan War (possibly, he was one of the crusaders – Auth.). Benoit looks in the antiquity through the prism of his epoch and his reality… In his basis is the ancient Greek epos, but its personages and heroes are transformed into noble knights and beautiful ladies, and the Trojan War itself is transformed into the sequence of knight’s duels… Ancient Medea is represented in his chronicle as courtier lady, whose clothing is exactly the same as the clothing of the lady of her social level in medieval France of the middle of 12th century”([10],p.235).We suggest to read the old chronicles “in direct way”, without some special complex interpretations; we need to read “what is written” and not “what should be written”. In this case we are forced to agree that Benoit de Sainte-Maure describes the Trojan War as the event from medieval epoch.5.5.3. Where Moses traveled in reality?Let us return to the Bible. Many strange phenomena occur in an unprejudiced analysis of biblical geography (see detailed Morozov’s analysis in [19]).That many biblical texts describe volcanic activity has been stressed in history long ago. Let us take the Bible.The Lord said to Moses, “I am now coming to you in a thick cloud… But when the ram’s horn sounds (when the cloud leaves Mount Sinai – Authors), they may go up the mountain’… there were peals of thunder and flashes of lightning, a dense cloud on the mountain and a loud trumpet blast… Mount Sinai was all smoking because the Lord had come down upon it in fire; the smoke went up like the smoke of a kiln… and the sound of the trumpet grew ever louder” (Ex. 19:9, 13, 16, 18).And then: All the people saw how it thundered and the lightning flashed, when they heard
the trumpet sound and saw the mountain smoking…” (Ex.20:18).”You stood… at Horeb… THe mountain was ablaze with fire to the very skies: there was darkness, cloud, and thick mist. And the Lord spoke unto you out of the midst of the fire ” (Dt. 4:10-12).The destruction of biblical cities Sodom and Gomorrah has long been regarded in history to have been due to a volcanic eruption. For example:”And then the Lord rained down fire and brimstone from the skies on Sodom and Gomorrah… He saw thick smoke rising high from the earth like the smoke of a like-kiln” (Gn.19:24,28). And so on.The complete list of all apparent volcanic eruptions mentioned in the Bible was compiled by V.P.Fomenko and T.G.Fomenko (see [1],[24]).To associate (as is done traditionally) all these descriptions with Mn. Sinai = Mn. Horeb (and Jerusalem in traditional Palestine) seems doubtful; it is generally known that it has never been a volcano.Where did the events occur then?It suffices to study the geological map of the Mediterranean area to obtain immediately the unique answer. There are no acting volcanoes in the Sinai peninsula, Syria, or Palestine; there are only zones of tertiary and quaternary volcanism, as, for example, near Paris. In the above-mentioned regions, where the biblical events are traditionally located, no volcanic activity has been discovered in historical epoch since the birth of Christ. Besides, Egypt and North Africa have no volcanoes. The only powerful, and by the way, acting volcanic zone, is Italy together with Sicily.Thus, according to the Bible, we have to find1) a powerful volcano active in the historical era; 2) a destroyed capital (see the book of the Prophet Jeremiah) near the volcano; 3) two other cities destroyed by the volcano, namely, Sodom and Gomorrah.There exists such a volcano in the Mediterranean, and it is unique, namely the famous Vesuvius, one of the most powerful volcanoes in history.Famed Pompeii (biblical “capital”?) and two destroyed cities Stabiae (Sodom?) and Herculaneum (Gomorrah?) are located nearby. We cannot but mention a certain similarity in the names of these Italian and biblical towns. It is possible that the name of Sinai for Vesuvius originates from the Latin Sino (sinus), and biblical Horeb from the Latin horribilis (horrible).The following analytic study worth mentioning, which permits to read the vowel-free text of the Bible, was performed by Morozov in [19]. It took into account placing Mt.Sinai=Horeb=Sion in Italy.We illustrate by several examples.
The Bible speaks: “The Lord our God spoke to us at Horeb and said, “You have stayed on this mountain long enough; go now, make for all KNN (Canaan)…” (Dt.1:6-7).The theologians supply the Hebrew KNN with vowels Canaan and place it in the desert on the Dead Sea coast, but another solution is also possible, namely, KNN = GENUA (Italian Genoa).The Bible continues: “All KNN (Canaan) and the LBN (Lebanon)…” (Dt. 1:7). The theologians restore the Hebrew LBN with vowels as Lebanon; however lebanon means “white”, i.e., the same as Mont Blanc, or White Mountain. Famous mountain in Europe. “As far as the great river, the PRT” (Dt. 1:7). The theologians restore PRT with vowels and decipher is as Euphrates; but, there is the large tributary of the Danube, the Prut, located in central Europe, as beyond Mont Blanc. “Then we set out from Horeb… and marched through that vast and terrible wilderness” (Dt. 1:19).In fact, the famous Phlegraei, vast and burnt-out spaces filled with small volcanoes, fumaroles, and solidified lava streams are located near Vesuvius=Horeb. “And so we came to KDS-BRN” (Dt. 1:19).KDS-BRN is traditionally supplied with vowels as Kadesh-Barnea, which is, from the other hand, possibly, a town on the Rhone ([19], v. 2, p. 166). It is also possible that modern Geneva was meant as “town on the Rhone”. “And we spent many days marching round the hill-country of Seir” (Dt. 2:1).Mount Seir was left here without translation; however, if it is translated, we obtain Devil’s Mountain(s). And there is such a mountain near Lake Geneva, namely Le Diableret (“Devil’s Mountain”).Then, the “Children of Lot” (Dt. 2:9) met on the way can be evidently identified with the Latins ( = LT).”And cross the gorge of the Arnon” (Dt. 2:24). In the canonical translation we see Arnon (RNN). But,this is the Italian river Arno existing up to now!”Next we… advances… to Bashan” (Dt. 3:1). The town Bashan (Bassan) is often mentioned in the Bible. It is surprising that town Bassano still exists in Lombardy.”King of Bashan… came out against us at Edrei” (Dt.3:1). Adria is still here, on the Po delta; the Po, by the way, has often been mentioned by ancient Latin authors (e.g., Procopius) and called the Jordan (in Procopius’ Eridanus), which is very consistent with the biblical spelling of the Jordan, namely hay-yarden (JRDN) ([19], v. 2, p. 167).”And we captured all his cities… sixty cities…”(Dt. 3:3-4).Indeed, in the Middle Ages, there were many big cities in the region: Verona, Padua, Ferrara, Bologna, and others.”From the gorge of the Arnon to Mount Hermon (HRMN)” (Dt. 3:8).
But it is obvious that MNT HRMN can be supplied with vowels to be translated as the “German mountains”. “Only the Og king of Bashan remained… His sarcophagus of iron may still be seen in the… city of Rabbah” (Dt. 3:11).Here is mentioned not only Ravenna (=Rabbah), but also the famous tomb of Theodoric (493-526 A.D.) of the Ostrogoths (Og = Goths?). It is clear that biblical OG means possible GOTH.There follows TBRN (Taberiah in traditional biblical translation), which is naturally identified with the Tiber in Italy; ZN is Siena, southeast of Livorno. The slopes of Monte Viso are called Jebus (Jgs. 19:10-11) in the Bible, and Rome is called Ramah (Jgs. 19:14).And so on. As we see, the shift of some biblical events from “the deep antiquity” in the medieval epoch does not contradict with the ancient text of the Bible (without vowels). Thus, now we can continue our analysis of English history.5.6. Why English chronicles suggested that both Russia and England were located on islands? The fact that modern England is located on the island, does not surprise us. But Russia!? There are no geographical reasons to think that Russia is the island! But nevertheless, for example the well-known chronicler Benoit de Sainte-Maure in his “Chronicle of the dukes of Normandy” [22] speaks, thatThere exists an ISLAND called Cansie (or Canzie), and I think that this is Rosie (in another copy of the manuscript – Russie – Auth.), which is surrounded by the great salty sea. And they (the people of Russie – Auth.) fly out as great swarm of bees, and their number is thousands; and they… can attack the great kingdoms and take the great procurement and they can win and conquer.Here the original text: “Une isle i a par non Cancie (Canzie in manuscript B – see [10],p.240), e si crei bien que c’est Rosie (Russie in manuscript B, see [10],p.240), qui est de la grant mer salee de totes parz avironnee. Dunc autresi com les euetes de lor diverses maisonnetes gitent essains granz e pleners, ou moct a nombres e millers, ou com de ceus qui sunt irie’ sunt en estor glaive sachie’, tost e isnel d’ire esbrasez, trestot eissi e plus assez seuct icil poples fors eissir por les granz rennes envair e por faire les granz ocises, les granz gaaiz e les conquises.”Russia is called here Rosie or Russie. If we look in the table of medieval names, titles and their duplicates (see above), we will see that here the chronicler really speaks about Russia. V.I.Matuzova (who included this text in her book “English Medieval Texts”) comments this fragment as follows:”Rosie is Russia. The report that Russia is an ISLAND is similar to another such reports…”([10],p.244). And then Matuzova quotes another medieval authors who were confident that Russia is an ISLAND (in particular, some Arabian and Persian chroniclers; but, by the way, it is not so clear – where they lived in reality, may be in Spain?).It is supposed sometimes today that Cancie is Scandinavia. But Scandinavia also is not an island! By the way, the “Chronicle of Monastery of Saint Edmund” (13th c. A.D.) is
also convinced that Russia is located on an island, because reports that Tartars rushed on Hungary FROM ISLANDS ([30], and also [10],p.100-101).How we can explain it? The simplest way – to accuse the authors of 12th century that they were completely ignorant (this is the standard explanation in modern historical textbooks and this idea allows to the modern historians simply to “close the problem”).But another explanation is also possible. English word island means today the piece of land surrounded by a sea. But may be in the medieval epoch this word had also another meaning? Our conjecture: it was Asia-Land, i.e., the Land located in Asia. Without vowels we have: asialand = SLND, and island = SLND. This is the same word!Then all things immediately fit in their “correct places”. Russia really can be considered (from the Western point of view) as far Asian Land = island. Large part of Russia belongs to the Asia. Consequently, medieval chroniclers were quite right when we talked about Island Russia. They were not so ignorant as it is supposed today.Let us repeat once more our conjecture: the word island had two meanings in the past: piece of land surrounded by a sea, and Asia-Land.But in this case the natural question arises (as the flash). If the ancient English authors speaking about island Russia, assumed that they speak about Asia-Land Russia, then we do not see any obstacles to assume that when they told bout island Anglia, they also speak about Asia-Land Anglia. And only after this, in a new epoch, the word island Anglia become to be considered only as island Anglia in a modern sense (piece of land surrounded by sea).We saw the remarkable parallel between English history and Byzantine history. But Byzantine Empire really was Asia-Land for Western chroniclers. And only in the next epoch (when Byzantine chronicles were transported in England and were inserted into English history) the Asia-Land Anglia was transformed into Island Anglia.Thus, were was located the land Anglia-Britain in 10-12th cc. A.D.? This is a complicated question. To get the answer we have unique way – to take the old English chronicles. Our answer will be as follows:Anglia-Britain of 10-12th cc.A.D. was Byzantine Empire.5.7. Where was the land Britain which was conquered by Brutus located? In what direction his fleet cruised?On the face of it, the answer on this absurd question is completely evident: on the same place where England-Britain is located today. But let us not hurry.Let us recall after “accidental murder of his father”, Brutus was expelled from Italy. He went to the Greece ([9],p.7). Here Brutus fixed the ancient relationship and he was staying among Trojans ([9],p.7). The period of wars in Greece started at this time. These wars are described by Galfridus in many details. Then Brutus organized the army and fleet and after this started the campaign-cruise. It is supposed today that his fleet went in Atlantic ocean and then arrived in modern England. Is it true? Maybe the chronicles
describe in reality the military operations inside Mediterranean sea and on the territory of Greece and Byzantine Empire?For example, Brutus’ army arrived in Sparatin. Modern commentary: “Location is unknown” ([9],p.230). Of course, you cannot find Sparatin if you assume that Brutus travel far from Mediterranean sea. But if these events occurred in Greece, then you do not need to search Sparatin, because this is well-known Sparta.Then Galfridus describes the path of Brutus’ fleet which is considered today as a “proof” that Brutus really went in Atlantic and then arrived in modern England. But we see suddenly from modern comments that it turns out that Galfridus “repeat the mistake containing in his source – namely, in “Historia Brittonum” of Nennius, who made the mistake because of erroneous reading of Orosius’ chronicle…”([9],p.231). Moreover, then it turns out that “following to Nennius, Galfridus ERRONEOUSLY placed Tyrrhenian Sea BEHIND Gibraltar. We recall that Tyrrhenian Sea is BEFORE Gibraltar because is a part of Mediterranean Sea near Western coast of Italy” ([9],p.231).But we are sure that here – no mistake! Galfridus was right because he describes in reality some complicated military movements INSIDE Mediterranean Sea, in particular, near Italy, where you can see Tyrrhenian Sea. Brutus’ fleet did not pass in the Atlantic Ocean! Modern historians try to accuse Galfridus (and other chroniclers) in some “mistakes” only because historians try to adjust their modern “traditional” chronological and geographical concepts with real evidences of real medieval texts. Of course, a lot of contradictions appear. All these contradictions are considered today as “the fault of medieval authors”.Then Galfridus describes the battle between Brutus’ army and Greeks on the Akalon (Acalon) river ([9],p.8). The modern commentary is as follows: “This name is, possibly, the fantasy of Galfridus… E.Pharal is his book formulated the idea that this description of Greek’s defeat during the battle with Trojans near Acalon river, was taken by Galfridus from the story of Etien de Blua about the defeat of TURKS during the battle with CRUSADERS near “Moscolo” river at March 1098 A.D.” ([9],p.230).Consequently, here we can penetrate through the thick cover of traditional plaster into the real contents of the Galfridus chronicle. He describes in reality (following to some old documents) the epoch of the First Crusade in the end of 11th c.A.D. in Byzantine Empire.Thus, we can assume that Brutus’ campaign = Julius Caesar’s campaign is the reflection of well-known crusade in the end of 11th c.A.D. The conquest of Britain is shifted from the 1st c.B.C. into the 11th c.A.D. (about 1000-year shift !). This fact confirms the discovered parallel (“identification”) between Roman-Byzantine history of 10-15th cc.A.D. and old English history starting, allegedly, in 1st c.B.C. See above.After some time they (Brutus’ fleet) arrived to “the island which was called Albion” ([9],p.17). Modern commentary: Albion = Al’bania – one of the early (old) names of Britain or the part of it, which was appeared in ancient sources” ([9],p.232).When speaking about Britain, Galfridus very often uses its second equivalent name: Al’bania ([9],p.19).Thus, Britain = Al’bania.
Let us refuse now to follow the traditional historical version which identifies persistently the Anglia of 10-12th cc. A.D. with the modern island. Then we immediately recognize the modern name Albania (located on the territory of medieval Byzantine Empire) in this Galfridus’ term Al’bania.Thus, Galfridus places the medieval Britain on the territory of medieval Byzantine Empire.The name Albania or Al’bania was slightly transformed into Albion later (occasionally or, possible, deliberately), when somebody decided to erase the evident traces of Byzantine origin of the old English chronicles.5.8. With whom Brutus fights while conquering of Britain = Albania? After landing on the coast of Albania (later Albion), “Brutus named the island Britain using his own name, and named his fellows Britts” ([9],p.17). By the way, transformation of the Asia-Land Albania into island Albion (as a piece of land surrounded by sea) can be supported and partially explained because of the reason that Brutus arrived into Albania with his fleet, i.e., after sea expedition. And in some texts the landing on the coast of Byzantine Empire was transformed into the landing on the coast of some island.With whom meets Brutus after landing?With giants. We think that here chronicle means different great nations which lived in Byzantine Empire and possibly formed some individual dependent or independent states.]”Among these giants was one especially disgusting, abominable, who was called Goemagog” ([9],p.17-18). This “giant” was (according to Galfridus) extremely powerful and terrible. Brutus’ army meets in battle with 12 giants (among them – Goemagog). Initially, Britts were defeated. But then they “won and killed all the giants except of Goemagog” ([9],p.18). The battle with Goemagog continues and in the end Britts won.Let us stop for a moment and think a little. What tells us Galfridus in his poetic chronicle (of course, he was based on some old real documents).1) About the victory of Britts. In other words, as we think, – about the victory of crusaders who conquered Byzantine Empire.2) About one of the most dangerous their enemies – some Goemagog.The modern commentary:”Galfridus combined in one name two ones: Gog and Magog” ([9],p.232). The modern historian, the commentator of Galfridus chronicle, noted that the nations Gog and Magog are frequently mentioned in the Bible (in Revelation, in Ezekiel). For example, in the biblical book Ezekiel we can see the following text about these terrible and powerful nations:”Set thy face against Gog, the land of Magog, the chief prince of Rosh, Meshech and Tubal…Gog shall come against the land of Israel…” (Ezekiel, 38:2-3,18). According to the
Bible, death and destruction carry these nations.Remark. In some English publications of the Bible the word “Rosh” is omitted! Why?About the hordes of Gog and Magog with fear speaks the biblical book of Revelation: “Satan shall be loosed out of his prison, and shall go out to deceive the nations… Gog and Magog, to gather them together to battle: the number of whom is as the sand of the sea” (Revelation, 20:7-8).The modern historian tells us: “Late the people fantasy transformed Gog and Magog into spiteful, malicious giants. In London starting from the Middle Ages there are two monuments – the figures of Gog and Magog (near entrance to the City, today near town hall” ([9],p.232).These two medieval nations are well-known and are identified according to some medieval chroniclers with Goths and Mongols. In 13th c.A.D. Hungarians considered Gog and Magog as Tartars ([9],p.174). All these facts forced us to move the events described by Galfridus into Byzantine Empire (or in neighboring countries).From the other hand it is impossible do not mention about the following important remark.The Moscow kingdom, according to the old Russian legend, which can be found in Russian textbooks until 19th century, “was founded by biblical patriarch Mosoh”. This legend explains why Moscow is called in Greek as Mosha (Moska). When the Moscow kingdom was founded? The reader gives the answer immediately: the first note in chronicles about Moscow is dated by 1147 A.D.Because the Bible speaks about Gog, the chief prince of Meshech and Tubal, N.A.Morozov formulated an interesting question:”Is it true that the Russian MUZHIK (man, fellow) = Rosh-Meshech was reflected in this famous biblical fragment, as the founder of Russia-Muzhikovii ? Then, after the filtration of the sound ZH through the Greek language, where this sound is transformed into S, this word was returned again into Russia as “Russia-Moscow”.’ ([19],vol.2,p.579).Morozov wrote: “Any kind of interpretation for these fragment from the Bible leads you to the historical epoch of Mongolian period in Russian history, i.e., to the epoch starting from 1227, when Mongol Batu (Batyi) becomes the ruler (king) of Moscow. When we agree with this point of view, then all things become very natural…” ([19],vol.2,p.615).We realize that for the reader who is not acquainted with the history of chronological problems and with the books of Morozov [19], Fomenko [1],[24] and Fomenko, Kalashnikov, Nosovskij [3], some of our ideas sound sometimes strange. Nevertheless, from the other hand, as can see the reader, all these ideas are produces by the formal logical analysis of the old English chronicles.Thus, if we return to the Galfridus chronicle, we are forced to formulate the corollary: during the landing on the coast of Byzantine Empire in 11th c.A.D. the Brutus’ army meets with several large nations, and among them are Goths, Mongols and Russians. It is quite natural for 11th c.A.D. because of an important role which play these nations at
this time in medieval Europe and Asia.5.9. With whom Julius Caesar fights while conquering of Britain = Albania?Let us remind that the Brutus’ epoch is simultaneously the Julius Caesar’s epoch. If so, the military operations of Brutus should be reflected in the texts speaking about the same operations but from the Caesar’s camp.Galfridus, when finishing the Brutus’ story, and passing several centuries along time-axis, comes finally to Caesar’s epoch. Then he started to repeat the same “Brutus’ story”, but, of course, from different point of view.Galfridus: “As it was mentioned in Roman history, Julius Caesar (after victory in Gallia) appeared on the coast of Rutheni. Looking from there on the island Britain, he asked his fellows, – what about this country and which nation lives here” ([9],p.37).It is quite clear to the trained reader that, according to the opinion of modern historians, Galfridus again demonstrates here his medieval ignorance. The modern commentary to this fragment of Galfridus’ text is as follows: “Rutheni are the Gall nation lived in Aquitaine (southern-western Gallia). It is impossible “to view” Britain from there, and consequently, Rutheni appeared in Galfridus text erroneously” ([9],p.238).Who are Rutheni? The reader can take again the dictionary of medieval names and their duplicates (see Matuzova [10]) and he will obtain the answer immediately:Rutheni are Russians.Really:ANCIENT RUSSIAN STATE: Susie, Russie, Ruissie,Rusia, Russia, RUTHENIA, RUTENEA, Ruthia, RUTHENA, Ruscia, Russcia, Russya, Rosie.RISSIANS: Russii, Dogi (!), Rugi (!), RUTHENI (!), Rusceni.It is well-known that Russian army several times took part in the military operations on Byzantine territory, in particular, they attacked the Constantinople. Thus, in the Middle Ages Russian forces really occupied some Byzantine regions. And it was quite possible “to view” the Albania = Britain = Byzantine Empire from there.Thus, our conjecture is as follows. Rutheni mentioned in old English chronicles during the Julius Caesar’s conquest of Albania = Britain – are the Russians of 10-12th cc.A.D.Later these Rutheni were shifted along the geographical map in Western direction, when the old English chronicles were taken from Byzantine Empire into modern island England. As a result of such artificial displacement (shift) the name Rutheni appeared on the map of Gallia (in France). Consequently, real Rutheni were “doubled, duplicated”. Then the initial, original location of real Rutheni was forgotten among the English chroniclers. Let us note the important idea.
When the Byzantine chronicles were transported from the East to the West (and were inserted in the history of modern island Britain), this shift also generated the “geographical shift” of many names and titles which were initially located in Byzantine Empire and around it. Rutheni (= Russians) are only one of these examples. We will demonstrate below some another examples.Let us return to Julius Caesar in Galfridus’ description. The fleet of Caesar invades into Albania = Britain. Here he starts the battle with Britts ([9],p.38), then defeats them and conquest the country. Let us stop for a moment and ask the question: who are Britts in 10-12th cc.A.D.? Traditional explanation is as follows: Britts are the descendants of Brutus. This “explanation” explains nothing. Basing on our experience, we can suspect that “Britts” of 10-12th cc.A.D. is some real nation of Middle Ages living in some part of Byzantine Empire. We do not need to search too long. The answer is on the surface.An important part of Roman-Byzantine Empire is Romania = Rumania, and also Bulgaria. Here you can see the well-known river Danube with large afflux Prut = PRT (without vowels) or = BRT. In the epoch of crusades the Byzantine Empire was the collection of several feudal states. One of the important nations, which were represented here (as crusaders), were Germans and Prussians. Let us put the question: which name was used by medieval English chroniclers for Prussians? The immediate answer is given by the same dictionary by Matuzova [10]:PRUSSIA: Prurenia (!), (P-Rutenia = P-Russia),PRUSSI (Prussians): Prateni, Pruteni, Pructeni, Prusceni, Praceni, Pruceni.Thus, the medieval sources call the Prussians as Pruteni = PRTN. It is possible that here we see the medieval BRT = Britts = Brits, described by Galfridus. Thus, it is possible that Julius Caesar was at war with medieval Prussians = Pruteni. In particular, Britain = BRTN (in 10-12th cc.A.D.) coincides with RRTN = Pruneti = Prussia ! Thus, one of the large regions in Byzantine Empire, namely, – occupied by Prussians = Pruteni, – gave the name for Britain = Prutenia.But another answer is also possible.According to the Abglo-Saxon Chronicle, the British language is the language Welsh ([2],p.3). But Welsh is evidently Vlachi = Blachi and, according to the Matuzova’s dictionary, denotes the Thurki = Turci = Turks. If so, in some cases the Britts can be identified with Turks (at least in some medieval chronicles). But this identification again leads us to the Byzantine Empire as the location of early English history.We hope that we gave the reasonable answer of the natural question:With whom Julius Caesar fights while conquering of Britain = Albania?5.10. Where was London located in 10-11th cc. A.D.? Trained reader waits with answer because suspects (and it is reasonable) that correct answer can be completely unexpected.
And we continue to read the old English chronicles which give us the correct answers on the all such questions. But we need to read “what is written” and not “what should be written”. The second formula is sometimes the point of view of modern historical Scaliger’s tradition which is in the basis of a modern textbook on ancient history.Galfridus:”When finishing with the division of the kingdom, Brutus decided to built a new town-capital… He founded the town and called it NEW TROY (! – Auth.). The town preserved this name during many years and then, because of distortion the initial title, the name was transformed into TRINOVANT. After this, Lud… who fighted with Julius Caesar,… ordered to call the town CAERLUD which means “Town of Lud” (the word Caer = Cair means simply “town”, see details below – Auth.). It was the cause of a great conflict between Lud and his brother Nennius, because Nennius was not agree with Lud who wanted to forget the initial name TROY” ([9],p.18).And then: “The title was distorted and was transformed into Caerludein, then into Lundene and finally, into Lundres” ([9],p.37).The modern commentary: “Trinovant is today the city London” ([9],p.232).Thus, the old English chronicles states that:New Troy = Trinovant = Lud = Lundene = London.Here we recall that according to the analysis in [1],[24], the NEW TROY of 10-11th cc.A.D. is New Rome = Constantinople. As we have mentioned above, the most known historical version states that “the Troy of Homer” is “somewhere near” the Constantinople = Istanbul. Schliemann wrongly spent a lot of his time for senseless “excavations of the Troy” (he discovered not the Troy). It was sufficient simply to point out on the Constantinople = future Istanbul.This idea is in a nice correspondence with all previous results which give the Byzantine location for initial old events of English history.Thus, Galfridus possibly tells us about the 1st crusade of 1099 A.D. As the result of crusade, the new capital was founded – NEW TROY = future Constantinople.Let us attract the attention of the reader to the following remarkable fact. There exists a well-known town TYRNOVO in Bulgaria. But this name is similar to the name TRINOVANT and means simply TROY NEW, i.e., TROY NEW = TyrNovo. It becomes clear that the name Trinovant was initially appeared in Byzantine Empire, on the Balkan Peninsula, in the Slavonic region and its initial meaning was NEW TROY. In English the word new means the same as Slavonic nova or new. Thus, one the initial names of LONDON was TROY NEW (its trace is Tyrnovo in Bulgaria). It is interesting that Galfridus states the same, when he tells us about transformation of the name NEW TROY into TRINOVANT. In reality, this is not a transformation, but simply the transposition of two words: Troy and New inside the joint title.It is clear also, that “town Lud” means simply “town LD” or “town LT”, i.e. = “town of Latins” = “Latin town”. The appearance of the name LT in old English chronicles is quite natural: in the epoch of crusades in 1204 A.D. the new LATIN EMPIRE was appeared on
the territory of Byzantine Empire. Latin Empire gave its name to the capital: LATIN TOWN, i.e. Caer-Lud (Cair-Lud). Nennius tells us that word “Cair” means in old Britts’ language “Town” ([8],p.190).Identification of New Troy = London with Constantinople follows also from the following fact. As we saw, New Troy was called later Cair-Lud or Caer-Lud. But Caer or CR (without vowels) sounds also, for example in Slav languages, as ZR because of often oscillation between C and Z. Thus, CR or ZR is evidently ZAR (czar = zar which means “king”, “ruler”). Slavonic name for Constantinople was ZAR-GRAD, which means “king-town”. Thus, CAER-LUD = ZAR-LUD, i.e. “king-town of Latins” (Latin king town). This is exactly Constantinople = ZAR-GRAD in Slav language.Trained reader expects that the whole this story of Galfridus (about origin of London’s name) the modern historical science claims as wrong and erroneous:The Galfridus’ information about the history and origin of the name London (from the name of Lud) is wrong. The antique authors (Tacitus, Ammian Marcellinus) call this town Londinium or Lundinium. The real history of the name of London is disputable” ([9],p.237).Thus, after the 1st crusade in 1099 A.D. some chronicles called the New Rome as NEW TROY. Then, after the foundation in 1204 A.D. the Latin Empire the capital was called also (or was renamed?) LATIN TOWN, i.e., Caer-Lud and finally, LONDON. This name was then transported into island England when some of Byzantine chronicles were moved in this direction (after the fall of Constantinople in 1204 A.D. or 1453 A.D.).Nennius listed in his chronicle “the names of all towns which exist in Britain, and their number is 28″ ([8],p.190). The modern commentary: “Cair means Town in Britts’ language” ([8],p.283). We can note here that the capital of Egypt is Cairo. Consequently, we see again, that in Britts’ language the clear “Eastern trace” was remained. May be, this fact indicates the Eastern origin of initial old English history.Galfridus tells us that New Troy ( = London) was founded on the Thames river ([9],p.18). We think that initially “Thames river” was one of the name for the Bosporus, where Constantinople is located. The Bosporus sound (strait) is really very long, sufficiently thin, and was represented on the old geographical maps as large river. Schliemann, by the way, decided to place “his Troy” also in this region, namely – in the end of another long and thin strait (sound) – the Dardanelles, which is close to the Bosporus.Today the name of the “London river” is Thames. But because all these events are happened in the East, we need to remember that here some people read the text in opposite direction: from the right to the left (in Europe: from the left to the right). The word SOUND (= strait) without vowels is SND and after opposite reading is DNS. Because D and T were sometimes equivalent, and the same is valid to M and N, we see that the following conjecture (equivalence) is possible: DNS = TMS, i.e. “sound” = “Thames”.From the other hand, Thames is practically identical with Themis. But Themis is the name of well-known GREEK goddess of justice.5.11. Who were scots in 10-12 cc.A.D. and were did they live? Where was Scotland located in 10-12 cc.A.D.?
Scotland = Scot + Land = the Land of Scots. Scots live in Scotland – this is well-known fact. But sufficiently less is known that in old English chronicles the Scots sometimes are called Scithi, i.e., Scyths ! See, for example the manuscript F of Anglo-Saxon Chronicle ([2],p.3, comment 4). Thus, one of possible answers on the question in the title of present section is as follows: Scots = Scyths. In other words, Scotland = the Land of Scyths = Scithi-Land. Scyths lived in Scythia, which is partially identified with some regions in modern Russia. Old English chronicles call Scythia also as Scithia, Sice, Sithia, Barbaria (see [10]). Are there some “traces” of medieval name Scots (for Scyths) in modern Russia? Yes! It is known that Scyths are considered partially as the nation which cultivated the cattle. But before now the Russian term for “cattle” is SCOT. Our conjecture: the Scots mentioned in old English chronicles of 10-12th cc.A.D. are Scyths = Scithi which lived near Byzantine Empire on the territory (partially) of modern Russia. It was in 10-12th cc.A.D. Then, after transport of Byzantine chronicles into modern island Britain, the name of Scyths was also automatically shifted in modern England. And today we see in the modern England the Scyth-Land as Scot-Land. And we see again that the old English chronicle tell us about the real Byzantine history, because really Scyths of 10-12th cc.A.D. lived near Byzantine Empire. Nennius, in the section with title “About Scots when they captured Hybernia”, informs us: “If somebody wants to know when… Hybernia was uninhabited, desert, then the most informed among SCOTS told me the following. When the people of Israel went from Egypt, the Egyptians who haunted Israelits (according to the Bible), were sank in the Sea. Among the Egyptians was one noble man from SCYTHIA (! – Auth.) with many relatives and with many servants. He was expelled (banished) from his native kingdom and we was in Egypt when Egyptian army was sank in the Sea… Then the survived Egyptians decided to expel him from the Egypt because they afraid that he can captures their country and to establish his power in Egypt” ([8],p.174). Then, as a result, these Scyths were expelled from Egypt, and then their fleet conquered the Hybernia. This event is considered (in Nennius’ opinion) as conquest of Hybernia by Scots ([8],p.175). Thus, here we see that Nennius was sure that Scots were descended from Scyths.
It is possible that here the name Hybernia was in reality applied to the Hyberia = old name of modern Georgia (or, may be to the medieval Spain). It is supposed today in historical science that medieval Hybernia = Ireland. As we expect (and this is really true), the modern historical commentary to this fragment from Nennius’ chronicle is very angry: “Which Scythia is mentioned here? Bede Venerable calls the Scandinavia as Scythia. The version about “Scyths” origin of Scots was appeared because of some similarity between words “Scithia” and “Scottia” “([8],p.272). The commentator here passed over in silence that sometimes “Scots” were written in old English chronicles as “Scithi”, i.e., “Scyths” and this fact is well-known to the real experts in the ancient English history. See [2]. By the way, the replacement of Scythia by Scandinavia does not help, because (as we have demonstrated above), the old English chronicles sometimes identified Cansie = Scandinavia and Russia (Rossie) (see [10]): “Cansie (or Canzie), and I think that this is Rosie (in another copy of the manuscript – Russie – Auth.)” (see the discussion above). If it was really true that in some medieval historical period the Scithia was called as Scotland (in some historical chronicles), then the great interest will obtain the following fact. As we saw, the English chronicles called Russian king (ruler) Jaroslav the Sage (Wise) as Malescold (Malescoldus) ([10],p.58). Thus, his whole title (if Scythia was Scotland) should be Scottish (or Scoth) king Malescold (or Malcolm?). But we know several medieval Scottish kings Malcolms in traditional Scotland history. May be one of them is Russian king Jaroslav the Sage who was “transported” into “island Scottish history” as a result of chronological and geographical shift? 5.12. Five original languages of ancient Britain. Which nations used these languages and where did they live in 10-12th cc.A.D.? On the first page of Anglo-Saxon Chronicle the following important information is presented: “Here in this island (i.e. in Britain – Auth.) are five languages: English, British or Welsh, Irish, Pictish, and Latin… Picts came from the south from Scythia with warships, not many, and landed at first in northern Ireland, and there asked the Scots if they mights dwell there… And the Picts asked the Scots for wives… A part of Scots went from Ireland into Britain” ([2],p.3). Is there any contradiction between these facts and our identification of old English events with events of crusades epoch of 10-12th cc. A.D. in Byzantine empire? No contradiction! Moreover, here we see certain confirmation of our
conjecture. 1) Appearance of the name Anglia (English) in the old English history is quite natural – this is the evident reflection of well-known dynasty of Byzantine emperors: Angels = Angelus (1185-1204). 2) The name Latin is the reflection of Latin Empire in Constantinople (13th c. A.D.), and a little earlier – the reflection of a group of Latins who came in Byzantine Empire during crusades epoch. Then they settled here and founded several feudal states. 3-a) The name British = BRT (and its duplicate=equivalent Welsh, see [2]) also is presented in the medieval Byzantine history. This is the name of Prussians=Pruteni = PRT (see above). 3-b) The English term Welsh is also well-known in medieval Byzantine empire. It is sufficient to look in the table of Matuzova [10] to get an immediate answer: Vlach (or Blachi) = Welsh – this is Turci = Thurki = Turks. Really: Turks = Coralli, Thurki, Turci, Vlachi = Blachi, Ilac, Blac (!). The name Vlachi=Blachi or Volochi is well-known in the medieval Europe. Starting from 9th c. A.D., they lived on the territory of modern Romania = Rumania ([11],p.352) and they formed the state Valachia. It is remarkable that the another, second name for Valachia was Zara Rumanska, i.e. the Kingdom of Romania (or Rumania). The most serious influence (on the fate of the whole region) Valachia had in 14th c.A.D. The history of Valachia is closely connected with the history of Turkey. The medieval Valachia several times was in a heavy war with Turkey (with Osman Empire). In the end of 14th century and in the beginning of 15th century the rulers of Valachia became the vassals of Turkey ([11],p.356). Consequently, the names of Valachia (Welsh) and Turkey are closely connected in the whole medieval history of Byzantine Empire. Moreover, the name Vlachi is well-known in the history of Constantinople. One of the main residences of Byzantine emperors was in Vlachern Palace ([25],p.226-229). This “Palace was the favorite residence of Comnenus” ([15],p.137). Greeks called it Vlacherni. “Valachia (in the form Blakie) – is geographical name which is often used by Robert de Clari (and also by Geoffrey de Villehardouin) for the territory of Eastern Balkan” ([15],p.135). This region was called by Byzantine authors as Great Vlachia. In other words, the Great Vlachia is the part of the modern Bulgaria.
Thus, the old English name Welsh points out on Balkan’s Valachia of 9-15 cc. A.D., or on the Turkey, or on the whole Byzantine Empire. 4) The original (preimage) of Pictish (Picts, Pict = PCT) in Byzantine Empire is quite clear. It is well-known that the ancient name of Egypt was Copt (= CPT) or Gipt. Thus, we obtain the immediate answer: Picts – are Copts or Gipts (i.e., Egyptians). By the way, Anglo-Saxon Chronicle is quite right when speaking that Picts came (in Britain – Auth.) from the country which is in the South with respect to Scithia. Really, Egypt is in the South with respect to the Scythia. 5) And finally, what about the language IRISH ? Anglo-Saxon Chronicle states that some part of Scotts came from Ireland ([2],p.3). Besides this, at least in some historical epochs we have:”Down to the time of Alfred this term Scottas refers either to the Scots of Ireland or of the Irish kingdom of Argyll” ([2],p.3, comm.5). But this means that Ireland is the part of Scot-Land. Because we have possible identification of Scots of 10-12th cc. with Scyths, then we obtain the following conjecture: language Irish is Russian (RSH = Russia), because without vowels we have RSH – RSS, “irish” and “russian” sound very closely. Consequently, in this historical epoch we have: Ireland = Ire + Land is the Russia. We realize that this possible identification of Ireland (in some historical epoch) with Russia (and consequently, identification of Scotland with Scythia), can generate a certain irritation and even indignation of some scientists. Nevertheless, we are forced to repeat once more that all these conclusions follow from the text of old English chronicles, when we read them without the restrictions generated by traditional Scaliger’s chronology. By the way, may be not all readers know that the legendary English (British) king Arthur (who is one of the most famous rulers of ancient England and is placed traditionally approximately in the 5th c.A.D.) was in direct contact with the king of Russia (“and the king of Russia, the most severe of the knights”). This is the report of Layamon (the beginning of 13th century) – the author of the poem “Brut, or the Chronicle of Britain” ([23], see also [10],pp.247-248). By the way, in the time of the king Arthur the princess (or queen) of Russia was kidnaped (see [23]). When speaking about nations populated the old England, Galfridus tells us ([9],p.6): Normans, Britts, Saxs, Picts, Scots.
We spoke about Britts, Picts and Scots. Now – about Normans. 6) Normans play an important role in Byzantine Empire of 10-15 cc. They took part in crusades. However, it is possible, that Normans are simply one more variant for the name Romans. If so, they are Romans – Romei, the people who lived in Roman (Byzantine) empire. 7) Now – about Saxs (Saxons). “Saxs (Saxons) – German nation lived in northern Europe, mostly on the territory near North Sea. In 5-6 centuries Britain was conquered by German tribes… Galfridus usually calls he GERMAN INVADERS by generalized name SAXS (SAXONS), but in some cases speaks about Angls (Angels)” ([9],pp.229-230). Let us compare with Byzantine history. It is well-known that Germans took part in crusades. Consequently, Saxons (Saxs) and Angls (Angels) were among the nations which invaded into Byzantine empire in 10-12 centuries. Thus, finally we see that the old English chronicles tell here not about some small nations which, as supposed today, lived many years ago on the modern island England, but about real great nations, states and empires. These great medieval nations were well-known in medieval Byzantine empire and Mediterranean region. If so, the old English chronicles describe important events in medieval world (crusades et cetera). (From traditional point of view they speak about “local events” on isolated island). And only later, after the artificial transport of some Byzantine chronicles into modern island England, this remarkable history of great events was artificially compressed, “decreased in the size” and was transformed into “small” local history on sufficiently “small area” – on the one island. 5.13. Where were located six original English kingdoms Britain, Kent, Sussex, Wessex, Essex and Mercia in 10-12 centuries.? The answer is given in the previous section. All these states (and nations) are real states (and nations) of medieval Europe in 10-12th cc. They took part in the conquest of Byzantine empire and then they created several feudal crusaders states. 1) Britain – is, most likely, Prussia = Prutenia or Turkey (= Vlachia). 2) Kent is, according to J.Blaire [6], the Saxons region = Saxonia. Let us recall that in 10-12th cc. on the German territory there exists Saxons area = Saxonia. 3) Sussex = South Saxons. 4) Wessex = West Saxons. 5) Essex = East Saxons. 6) Mercia. Possible this is again Germany or some of its
part, because in the Middle Ages Germany was called Moesia and, for example, town Marburg was called Merseburg, i.e. Merse + Burg ([10],p.263). It is also possible that chronicles mean Turkey when speaking about Mercia (Mersia). See, for example, large town Mersin in Turkey on the coast of Mediterranean sea. Anyway, we see that all six old-English kingdoms of 10-12th cc. can be located in Europe around the Byzantine Empire and all of then took part in its “feudal-state organization” during crusades. And only later all these states and nations were “transported” into island England, were artificially “decreased in size” and were inserted in a modern textbooks, where they are considered today as the initial English kingdoms of 5-8th cc.A.D.REFERENCESA.T.Fomenko. Methods for Statistical Analysis of Narrative Texts and Applications to Chronology. (Recognition and Dating of Dependent Texts, Statistical Ancient Chronology, Statistics of Ancient Astronomical Records). – Moscow, Moscow Univ.Press, 1990.The Anglo-Saxon Chronicle. Translated and edited by G.N. Garmonsway. 1990, Everyman’s library, J.M.Dent & Sons Ltd: London.A.T.Fomenko, V.V.Kalashnikov, G.V.Nosovskij. Geometrical and Statistical Methods of Analysis of Star Configurations. Dating Ptolemy’s Almagest. – CRC Press, 1993.A.T.Fomenko. Investigations in the History of Ancient World and Middle Ages. Mathematical Methods for Analysis of Sources. Global Chronology. – Moscow, 1994 (in print).A.T.Fomenko. Criticism of Traditional Chronology of Antiquity and Middle Ages. In which Century We Live ? – Moscow, 1994 (in print). 6*. J.Blair, Blair’s Chronological and Historical Tables from the Creation to the Present Time etc., G.Bell & Sons, London, 1882.J.Blair. Chronological Tables. Russian translation: Moscow, Moscow University, vols.1,2. 1808-1809. 7*. C.Bemont and G.Monod, Histoire de l’Europe au Moyen Age. Paris, 1921.C.Bemont and G.Monod, Histoire de l’Europe au Moyen Age. Petrograd, 1915.Nennius. Historia Brittonum. In the book: Galfridus Monemutensis – “Historia Britonum”. – Russian translation. Moscow, Nauka, 1984.Galfridus Monemutensis. “Historia Britonum”. – Russian translation. Moscow, Nauka, 1984.V.I.Matuzova. English Medieval Sources. – Moscow. Nauka, 1979.History of the Middle Ages. – Editor: S.D.Skazkin. – Moscow, Vyschaya Schkola. 1977, vol 1.M.P.Alexeev. About Anglo-Russian relations in the epoch of Jaroslav the Wise. – Scientific Bulletin. Leningrad Univ.Press, 1945, No.4, p.31.Chronica magistri Rogeri de Houedone, ed. W.Stubbs. – RS, N 51, vol.II. London, 1869, p.236. English translation: The Annals of Roger de Hoveden, comprising the history of England and of other countries of Europe from A.D. 732 to A.D. 1201. Tr.H.T.Riley, vol.1-2. London, 1853 (Bohn’s Antiquarian Library). Ancient Laws and Institutes of England…, ed.B.Thorpe, vol.1. London, 1840, p.198.Robert de Clari. The Conquest of Constantinople. – Moscow, Nauka, 1986.
J.Sunderland. Holy Books in the Light of Science. – Severno- -Zapadnoye izdatelstvo, 1925 (in Russian). 17*.E.Bickerman. Chronology of the Ancient World. Thames & Hudson, London, 1968.E.Bickerman. Chronology of the Ancient World. Russian translation: Moscow, 1975. I.A.Kryvelev. Excavations in Biblical Countries. – Sovetskaya Rossiya, Moscow, 1965 (in Russian).N.A.Morozov. Christ. (The History of Human Culture from the Standpoint of the Natural Sciences). Moscow and Leningrad. 1926-1932. vols. 1-7. (In Russian). 20*.Gregoras, Nichephorus. Byzantinae historiae. In J.P.Migne Patrologiae cursus completus. Series graeca, t.148,149. Paris, 1857-1886.Gregoras, Nichephorus. Roman History. Peterburg, 1862. Russian translation.Alexandria: Romance of Alexander the Great. Leningrad, 1966. (In Russian). (According to the Russian chronicle of 15th century).Benoit de Sainte-Maure. Chronique des ducs de Normandie par Benoit, publee… par C.Fahlin, t.I. – In: Bibliotheca Ekmaniana universitatis regiae Upsaliensis, 55. Uppsala, 1951, p.8-11.Layamon. Brut, or the Chronicle of Britain. Ed. F.Madden, vol.II. London, 1847, pp.525-526, vv.22589-22602.A.T.Fomenko. Empirico-Statistical Analysis of Narrative Material and its Applications to Historical Dating. Volume 1: The Development of the Statistical Tools. Volume 2: The Analysis of Ancient and Medieval Records. – Kluwer Academic Publishers. 1994. The Netherlands.M.A.Zaborov. History of Crusades in Documents and Materials. – Moscow, Vyschaya Schkola. 1977.Geoffroy de Villehardouin. La conquete de Constantinople. – Historiens et chroniqueurs du moyen age. Ed. A.Pauphilet. P., 1963.The Concise Columbia Encyclopeadia. – Avon Books. 1983. Columbia University Press. USA.Bartholomaeus Angicus. – De proprietatibus rerum. Apud A.Koburger. Nurenbergi, 1492, lib.XV, cap.CXXXI.Ex Annalibus Melrosensibus Ed.F.Liebermann, R:Pauli. – MGH SS, t.XXVII. Hannoverae, 1885, p.439&The Chronicle of Bury St.Edmunds, 1212-1301. Ed. A.Gransden. London-Edinburgh, 1964, p.10.Peter Hunter Blair. Roman Britain and Early England, 55 B.C. – - A.D.871. – The Norton Library History of England. W.W.Norton & Company. New York. London. 1963.Christopher Brooke. From Alfred to Henry III, 871-1272. – The Norton Library History of England. W.W.Norton & Company. New York. London. 1961.A.L.Morton. A People’s History of England. Lawrence & Wishart Ltd. London. 1979.

Feathering the Bass Drum

Agosto 18, 2007 por mixblog2

Feathering the Bass Drum
— The Power of Subtlety
by Phillip Smith
“Four to the bar,” “four on the floor,” or “feathering”: These are the most common terms used in jazz to
describe the act of lightly playing 4 quarter notes per measure on the bass drum.
Feathering came to prominence during the big band and bebop years (1930s-1940s). Prior to that the bass
drum was played heavier and was a more integral sound within the band itself especially in Dixieland and
New Orleans brass band styles where the imitation of marching drummers was the norm.
Many drummers believe that feathering actually stopped during the bebop years, but that couldn’t be further
from the truth. With bebop drummers “dropping bombs” on the bass drum it gave many the impression
that feathering had been replaced by constant syncopated bass drum fills. However close listening to
many of the great be bop drummers — Kenny Clarke, Max Roach, Philly Joe Jones etc. — will reveal their
mastery of feathering. And before you say that it is an antiquated sound that modern drummers spurn, let
me remind you that contemporary drumming greats Carl Allen, Kenny Washington, Lewis Nash, Steve
Gadd, Jeff Hamilton and (the late) Tony Williams all feather(ed) the bass drum.
Feathering was originally a way to emphasize and add some percussive attack to the acoustic bassist’s quarter-
note walking line. However it also does several specific things for the drummer and the rest of the
band. First it lays a solid foundation for the entire group. It also adds a layer of bottom end to the drummers
individual sound. In a normal swing groove the basic instruments are all high pitched (cymbals, hi
hats, & snare), thus the addition of some low end to the mix lends stability to the groove. Finally it directly
effects how the drummer plays. The hands play differently over the top of a constant quarter note bass
pattern than without. The feathering motion provides a solid reference that allows the hands to play syncopated
rhythms against it. Also many drummers find that without feathering it makes them feel obligated to
play more syncopated bass drum and snare drum ideas to fill spaces.
TECHNIQUE
One of the most important factors in achieving the correct feathering volume and sound characteristics is
proper pedal technique. Most drummers using the feathering technique play with a felt beater on a medium
to loose tensioned pedal. The bass drum is generally double headed with no hole in the front head and
tuned higher and more open (sometimes totally open or with just a felt strip) than the “rock/funk” sound
with a pillow.
Begin with the heel down style of playing. Some drummers play heel up (and play heel up well) however,
most find it more relaxing and easier to feather with their foot resting the entire time. The heel down technique
produces a more legato, resonate sound which is generally desired for this style.
The leg should remain very relaxed much like when you are sitting, dangling your legs off a boat dock or
ledge. Your foot should be comfortably on the pedal with your heel on the heel plate, though some players
like to have their foot high up on the footboard with the toe-stop removed. Using the weight of your leg
and perhaps a bit of foot pressure should make the beater sit about 1 to 2 inches from the head. When
making the stroke you should strive to keep that 1 to 2 inch distance between the head and beater. The
space should only widen when you intend on making accented strokes.
The feathering stroke is compared to lightly tapping your toe, however, plenty of sound will be generated
from the small ankle movements. Allow the beater to rebound off the head. The finishing position should
2
be the same as the starting position. The main point is to get the bass drum head vibrating just enough to
generate some low end frequencies, you don’t need to hear the attack and definition of each note.
PRACTICE TIPS
A good exercise to test your new technique and improve your control of the pedal is to play quarter notes
spanning the dynamic spectrum. Keep the dynamic level of the hands and the left foot on the hi hat the
same and only change the dynamic level of the bass drum. Also work on the inverse of this, keep the quarter
notes on the bass drum very soft and change the dynamic level of the other limbs. This will help you
develop the independence and touch needed to effectively feather the bass drum.
Practice feathering using the Chapin book, Advanced Techniques for the Modern Drummer. Play the entire
first half of the book with a light four on the floor. Also try feathering with many of the systems created
for use with the Ted Reed book, Syncopation. There are many other books available which will give you
plenty of practice on feathering. With a little creativity you can develop your own system of practice in no
time.
After a while put your new skill to work with some recorded music. There are numerous trio recordings
available that do not use drummers, the most common configuration being piano, bass and guitar. Many
of these recordings also feature legendary players such as Ray Brown, Ron Carter, and Christian McBride.
“Playing” with the masters is a great way to perfect your time, feel, touch and sound.
Lastly, make sure you spend some time playing brushes. Playing with brushes is an artform unto itself, and
a good brush technique on the drumset incorporates feathering the bass drum.
SOUND & APPLICATION
If you are ever in a playing situation where someone turns to you and tells you to stop playing the bass
drum, you are playing it too loudly. The old saying, “felt but not heard,” is never truer in this sense. The
feathering technique should never be heard as a separate rhythm riding above the volume of the rest of the
drumset. However it should be noticed when it is REMOVED from the foundation of the kit.
I’ve consciously experimented with stopping the bass drum during playing situations to see what effect it
might have on the music and my fellow players. In every encounter the entire group noticed that something
seemed to have gone wrong. One band member put it succinctly by saying it felt like the bottom had
dropped out of the group.
Practice, practice, practice and then practice some more. Feathering is foreign and difficult to master for
some, but mastering the technique is extremely rewarding and will add a tremendous amount of depth to
your playing. In time, feathering will become as natural as the jazz ride pattern or the hi hat on 2 & 4.
Plus, who knows, maybe the guys in the band will notice a whole new feel and depth to your playing.
Never underestimate the power of subtlety.
This article appeared in the September 2002 issue of Modern Drummer magazine and is reprinted with their permission.
Phillip Smith is a professional drummer and educator located in Atlanta, GA. He has performed with James
Williams, Donald Brown, George Coleman and many other jazz greats. He is currently the drummer for the
Bill Anschell trio and the Atlanta Symphony Pops Orchestra. Phillip is a clinician for Bosphorus cymbals and
also endorses Regal Tip sticks and brushes and Aquarian drum heads.
Summary of the main points in
The Art of Practice
Developing good practice skills can be an art form in itself. What we practice and how we practice are
very important to ones development as a musician.
WHAT DO YOU PRACTICE?
This will be different for everyone depending on your stage of musical development and what you need
in order to move forward. Here are some ideas and recommendations:
1 – Practice whatever you need to do a better job on the gigs you are currently playing. You will have
some relevant ideas to work on by remembering what songs or feels you had trouble with, listening
to a recording of the gig or by using feedback from the other band members.
2 – I recommend studying with a good private teacher to learn how to read music, develop good technique,
be exposed to interesting ideas and approaches, and to get clear and instant feedback on your
progress. By studying with a teacher you can also develop good practice discipline because you’ll
need to prepare a weekly lesson.
3 – Use your practice time to work on and develop your own ideas.
4 – Use your practice time to learn music and prepare for an upcoming gig, session or audition.
5 – Work on an idea that interests you that you read about in a magazine or that you hear someone play
on a CD, a live gig/clinic or an educational DVD/video.
HOW DO YOU PRACTICE?
Here are some practicing principles I use that have helped me continue to grow as a player.
1 – Practice Every Day with an occasional day off.
2 – Be Organized and Consistent – know what you are going to practice each day and stick to the plan.
3 – Use Patience and Take Your Time.
4 – Practice Quietly and Slowly. By doing this you gain control at many Volumes and Tempos.
5 – Figure out the Stickings and Hand/Foot combinations. With this process you gain an understanding
of the information in the idea. With Consistent, Slow and Relaxed practice you allow the
information to enter your subconscious.
6 – Slowly work out the motions necessary to play the ideas and eventually allow the motions start to
“play themselves.”
7 – Breath slowly, relax and use the practice as a meditation. Develop the habit of playing relaxed,
don’t hold tension in your body. Use a mirror to watch your motions.
8 – Eventually “hear” the idea in your head and allow your body to respond and play it effortlessly.
9 – Practice with Musical Form, (e.g. 4 & 8 bar phrases, 12 bar blues, 32 bar AABA song form) play
along with CDs, and practice both with and without a click track.
10 – Warm up before the practice session, stop when fatigued.

Medieval: Total War Unofficial Strategy Guide v 1.0

Agosto 18, 2007 por mixblog2

Medieval: Total War Unofficial Strategy Guide v 1.0
By: Lap
Email: l_a_p@hotmail.com
Date: 10/28/02
=============================================

Table of Contents
—————–
1. Introduction
2. Starting off
3. Getting Your Bearings
4. What now?
5. Water, Navies, and Trade
6. Diplomacy
7. Keeping the Peace (or keeping those peasants in line)
8. Vices and Virtues
9. Strategic Agents
10. Crusades and Jihads
11. The Church
12. The Inn
13. Sieging
14. Auto-Calcing
15. Advanced Strategies
16. Battles
|
|- Charging

17. Faction Suggestions (Early Age)
18. Legal Stuff

Introduction
————

Medieval: Total War is a game of infinite replayability and there is no way to
make a definitive walkthrough. Therefore, this guide does not contain a
walkthrough in any form. What is does contain is hints, tips, and strategy.
This guide does not list the units or buildings because if you bought M:TW then
you should already have this.

Starting Off
————

Once you have completed all the tutorials you should then try going for the
full blown campaign. I suggest not worrying about the difficulty you select
right now as that can be changed. Starting in the early period is recommended
because it is not so frantic and you won’t have 100 different unit thrown at
you in the beginning. Now comes the first hard decision you will have to make;
who to be? There is no real “best” group to be although some are clearly more
powerful than others. Since this is your first time you should make sure to
read all the descriptions for each group since they include almost every pro and
con of your group. For the first game try and choose a group that has a
difficulty of easy or normal. Once you have decided then go back to the main
menu and NOW decide your difficulty. If you are a Shogun veteran you might as
well play at a combined difficulty of normal or above or you may quickly get
bored. When I say combined difficulty I mean that if your group has a
difficulty of easy and you pick a game difficulty of hard then you have a
combined difficulty of normal. Please take note that the AI does not get
smarter past normal, they just cheat and get more money. New players should
have a combined difficulty of easy or normal. Now you can really get started in
building an empire (NOTE: The next few chapters assume you have chosen Early
Period although they can be helpful on any age).

Getting Your Bearings
———————

The first thing you do once you are actually in the campaign map is to take a
look around. You probably won’t be able to see much but that won’t be for long.
Right-click and examine all the territories you can see. Take note of how much
income they have, resources, trade goods, terrain, other specialties and
buildings there. Try to make a basic idea of which areas you think are most
important for you to defend or conquer. It is a good idea to incorporate allies
into your plan right from the start. Just make sure not to become to dependent
on a certain ally since you may not even be able to get him to ally with you or
he could backstab you later. On to getting buildings.

What Now?
———

Your first thought is probably “what to build?”. What you decide to build is
all dependent on what kind of strategy you are going to use as well as the
group you choose. Take a good long look at the fold out tech tree that came
with the game since this will be very useful the entire game. Now is a good
time to put together a basic strategy. Here are some you should think about:

The Diplomat-

This strategy involves using an almost complete defensive plan that
incorporates a slew of strategic agents. This is a good decision if you are bad
at the real time battles, just want something different, or if caution is just
your nature. The diplomats will concentrate on building up most of their
starting provinces since it is not likely that they will be conquering much.
Diplomats are preferably Christians with starting points that have convenient
trade options available to them (for example the Italians) as this will allow
them to make a lot of money while maintaining friendly relations with most
nations (this also helps with trading). Diplomats must use spies, emissaries,
inquisitors, and assassins to be successful. Making sure the enemy has few good generals as well as figuring out which side to take in wars will definitely be a high priority for the Diplomat. Bribing enemy armies and launching crusades will become the norm as the Diplomat.

Pros: If you can balance your enemies and allies while at the same time
manipulating the computers actions and units you can win the game using a
satisfying “invisible hand” method. Few provinces means it’s easier to guard
and defense is always easier than attack.

Cons: Not very expansive and you can easily get demoralized if you keep looking at the quick expansionist strategies the computer uses sometimes. Can seem weaker later in the game and this strategy is usually only meant to be kept until half way through the game (expert players can follow this method out the whole game if they are good).

The Moderate-

Seriously not much to say about type of player. They are the average player and most people will end up becoming them. They use a little of everything and have no actually strong point. Good in all areas.

Pros and Cons: None

The Warlord-

Everyone knows the warlord and whether you love or hate him he is here to stay.
The warlords concentrate on war and war alone. All efforts focus on more troops and maintaining a minimum defense of all conquered territories. The warlord
can quickly crush an entire faction but he can be brought down just as easy.

Pros: Most players that are good commanders love being able to do cool real
time battles. Can quickly gain the upper hand and their King’s usually have a
higher influence.

Cons: Because of the speed at which warlords expand at they are exceptionally vulnerable to have their empire crumble in just a few years. If the AI was a little more intelligent the amount of warlords would decrease dramatically
(further information on this will be explained later).

Now that you have seen the three most basic strategies you must decide which general direction your leaning too. You should then build accordingly.

Some generic tips about building:

-Build up your most valuable places first.

-Make each place build only 1-3 types of units. So one place should make only heavy cavalry, the other siege engines, other ships, other archery, etc.

-Build farm upgrades in every location that initially gives you more than 250
income (if you want you can put them in all your places but improving the
farmland 20% of a place that only gives you 50 bucks only means an extra 2.5
flourins).

-Build trading posts in places that have 2 or more tradable goods.

-Try to establish a long term plan for provinces. Make sure that if your goal
is to get gothic knights in a hundred years that you follow the tech tree from
the start to save you time and money.

-If a province makes a specific regional only unit make sure that you make an effort to build the needed structures to build that unit. Regional units are
always more powerful than similar units of similar costs. This is especially
true with Switzerland. Take Switzerland as fast as possible since it contains
the best spear units in the game.

-If a province gives +1 valor to a specific unit type it is only intelligent to
have that place building that kind of unit instead of the next province over
(there are some situational exceptions of course).

-If you have faction or religion only units in your tech tree try and work
towards them. These units, like regional units, are far more powerful than
generic units of the same type.

-Make sure that you don’t have important provinces with idle build orders.
Medieval: Total War has so many useful structures you can build almost the
entire game.

Water, Navies and Trade
———————–

Another feature new to the Total War series is the more interactive use of the
seas. Although this section may seem out of place this early in the game I
really have to stress the fact that the seas are important. Also if you are a
group with easy sea access you will want to try and set up trade as early as
possible. Controlling the seas is now extremely important and only increases as
the game goes on. The oceans allow you to get immense masses of wealth as well
as the ability to transfer units across the map in one turn. Personally, I
thought the MTW manual was very vague regarding trade and the sea so I will
clarify.

To begin your navy you are going to have to have at least one port. Once this
is built you will also have to build a shipwright so you can start building a
boat. You should build the cheapest boat possible and in three turns (yes it
takes 3 turns to make a ship of any kind so remember that it can clog up army
production in that territory). Now you have a near useless ship and almost
nothing will come from it alone. The only ability a lone ship has is fighting
other ships (this one is so weak that there isn’t even a point) and to scout out
coastal territories. What you need to do is make more ships. When you get your next ship move it out to the next sea territory. This creates a supply
chain/trade route to any foreign ports that are adjacent to the sea territories.
If you have a dock in a territory you can now transport units to any land
territory adjacent to your chain of ships. This is incredibly useful when
fighting across an ocean and if a lot of your places have docks than you can
have an army than can move throughout your empire in one turn.

Trading with ships is the primary use of a navy. To trade, set up a supply
chain/trade route to a foreign port as explained above. Next you need to build a trading post. Right-click the trading post you have to see how much money you are gaining from trade. This is dependent upon the amount of tradable
resources of the territories that are trading as well as the type of your trade
building you have. The perfect trade route would involve many foreign
territories that have a lot of tradable resources. You should try to make sure
you have ports in territories that have 2 or more tradable resources and that
they have the highest type of trade building you can stand to have. Here is a
list of things that you should check if your trade route isn’t working:

1. Do you have a trading post in your territory?
2. Is there an unbroken line of ships to the foreign territory?
3. Do both your territory and theirs have a port?
4. Are there any enemy ships in any sea territory that your trade route is in?
5. Do both territories have tradable resources?
6. Are you at war with the target nation?

Ships of nations you are at war with break trade routes. You cannot trade past the point where the line is broken and you cannot transport troops past that point either. This can be devastating. Some nations may rely almost completely on income from trade and by placing a single ship in the trade route you can bankrupt them rather quickly. For example, I was playing as Italy with almost 2/3 of my income from trade and I had a large standing army. The Byzantines declared war one me and broke my trade routes. I was about 1500 short every turn and I was forced to choose between setting my troops on a rampage to pillage and kill themselves (so I wouldn’t have to pay support) or trying to make peace with the Byzantines. It broke my empire in half. So you should also remember to have either very strong ships in your trade route or a few extra ships guard the routes.

Making amphibious landings is a great way to catch the computer by surprise.
Most of the time the computer keeps minimal forces inside its empire while most of their forces are spent guarding their boarders. This is also useful for
quick in and out slash and burn attacks. This is especially fun as the Danes
early in the game, using Vikings to pillage everyone’s territories. You must
remember that if you make a landing upon a territory could mean that you might have no way back. If for example, you land your invasion force in Ireland you will not be able to transport that army back until you build a port in Ireland.
Even if the place you are invading has a port when you invade it you shouldn’t expect it to be there after your troops are done pillaging it. It is for this reason that you should expect your army to be a suicide army. If your army survives and establishes a foothold in the territory you attacked, or if they make it back to the Motherland safely just consider it an added bonus.

Control of the seas is important to all but some of the most landlocked nations of the world (like Poland). You should strive to get trade routes established with major trading ports (Constantinople, Antioch, and Venice are all places that can get over 1000 flourins a year JUST from properly established trade).
Even if you don’t have any good trade opportunities having a few ships can be useful for either harassing your enemies trade routes as well as transporting your troops. A few well placed ships can save your armies turns upon turns of movement. Bottom line; Do not underestimate the power of navies.

Diplomacy
———

Diplomacy is definitely an aspect of the game that you can choose to pursue to any extent you wish. How far you choose to pursue it usually depends on what you enjoy more. Do you enjoy trampling your opponents with a massive army or watching your opponents ex-allies crush them as they succumb to inner treachery? Both are equally satisfying and can radically alter the game. The emissary and princess are your two most basic units for establishing diplomatic ties. The princess is usually your best bet to getting an alliance or cease fire with a nation. This option is not always available since princesses are randomly created by your married king. It is also important to note that any Muslim nation will not produce any princesses ever. If you do not have any princesses an emissary will do although they do not have as high of chance of having their offer accepted.

Try to establish allies wherever you can. Whenever you go to war you should try and have it so that you are allied with every nation except the one that you are at war with. Fighting on two or more fronts because you angered too many nations is usually not a good idea. Before you go to war with anyone you should look at the diplomacy screen and figure out who the target nation is allied with. Starting a war with a nation could get your alliances canceled or you may have a few more people to fight. It’s not uncommon to see over five of your allies bail out on their alliance with you after you attack someone. The computer usually goes with whatever ally has more influence and power but I have seen nations side with nations as small as the Aragonese even though I controlled half of Europe.

In summary, diplomacy is a very simple concept that you can use how you please.
Basically, just try to have a lot of allies backing you up and always make sure
that anything you do diplomatically should be to your benefit.

Keeping the Peace (or keeping those peasants in line)
—————————————————–

Rebellions, riots, and discord…You will become familiar with rebels and their
incessant annoyances. Rebellions will be a constant the entire game. You should
learn to use the shift key often (every turn actually) to make sure that none
of your provinces will be attacked by rebels. If you are having a problem with
high rebellion chances in your territories here are some tips to remedy the
situation:

-The easiest thing to do is lower taxes. This is the first thing you should do.

-Produce cheap to make armies with a large unit size. Feudal sergeants and
spearmen are good units to quell a rebellious populace. The larger the unit
size, the more they lower the chance of rebellion.

-Look at the territories religious demographic. It is harder to control a
population that worships Allah if you are a Christian kingdom. Put some priests of your religion there to lower the chance of rebellion. A church has the same effect.

-Examine the governor of the territory. If the governor has some awful traits
attached to him that lower happiness that could be why your subjects are so
unruly. A governor with low dread and/or low piety could be the reason for
unhappiness. If your territory has a high level of zeal than piety is more
important to the general than dread. Otherwise dread is the larger factor. If
there is no governor than find one with high piety or dread. All of your
territories should have governors as there is almost always no downside to
having them.

-Are you excommunicated? If you are Christian and you have displeased the pope
you may have gotten excommunicated. You can easily tell if you are
excommunicated by looking at any of your generals and looked at the crosses in
piety. If they are broken you are excommunicated. Being excommunicated angers
your subjects depending on how zealous they are.

-Check out the vices of your king. Did he just get a vice that lowers
happiness? This applies to every territory you have. There is very little you
can do about this.

-Is the province recently conquered? If it is then lower the taxes to very low
and put some more troops on that province. The populace will slowly accept your
rule.

-Do none of the following seem to apply? The province may just be a naturally
unruly place. This is especially true of Scotland and Portugal who can become
very rebellious for no reason at all. Sometimes you may have to consider if the
province is really worth keeping. Personally, sometimes I would just let the
rebels have it. If you have to have a massive army kept on the territory at all
times with very low taxes on the province you might actually be wasting money.
The support of that army may actually outweigh the amount of money being
produced by the province.

I really have to stress using the shift key every turn. Provinces can become
filled with unrest for almost no reason at all. The larger your empire gets the
more rebellions become a problem. Provinces that you have held for the entire
game may start to act up and if kept unchecked they can bring your empire to
its knees. Your expansion is usually not actually halted by the enemy but the
rebels. Say you attack a neighboring province with 1000 men. You lose 400 or so
in the battle for the territory. Depending on the territories previous loyalty
and your religion you may find that even with very low taxes that place may
still have a high chance of rebellion. Now you are essentially stuck in that
territory. If you move the army out of the province you are likely to have a
loyalist uprising in that territory. Speaking of loyalist rebellions, here is a
list of the different kinds of rebellions:

Peasant Uprising-This is the weakest of the different kinds of uprisings. An
army of peasants that is easily dispatched by a force, usually less than half
their number. These occur when one of your usually loyal territories is taxed
too much.

Religious Uprising-These can actually be a problem. They are created when the
province becomes disloyal do to the religious neglect in that province. These
armies contain a multitude of units.

Bandits-These are about as dangerous as the religious uprisings. They only
occur when there is no castle or less than 100 units in the province.

Loyalist Uprising-These are by far the most dangerous uprisings. They can
contain generals of almost any power and troops to match. This isn’t really why
they are that powerful. It’s more the fact that your enemy has control of this
army. So if you are defending a province and a loyalist rebellion occurs while
you are being attacked, the computer now has a larger force to fight against
you. The worst possible scenario you can get yourself into with these things is
if you leave a territory unguarded, or if you are retreating from that province
back to a safer one, odds are a Loyalist rebellion will spring up and the
computer might have even more of a force than they had when you first attacked.
Luckily, loyalist rebellions only happen in the most previously loyal of
conquered territories.

When you actually defeat a rebellion you are given three options:

1. Kill/Enslave them all – Lowers chance of rebellion but may give the king
some bad traits
2. Kill/Enslave the ringleaders – Kind of a neutral thing.
3. Release them all – Can give your king a mercy trait that adds happiness.

NOTE: While not really rebellions faction reappearances are actually more
dangerous than Loyalist uprisings. These happen when randomly after a faction
has been eliminated. A lost heir will appear and about 3 large armies will
attack three or so of your provinces. These always appear in a place where the
faction occupied. These reappearance become brutal later in the game when there
is so many eliminated factions and you have a larger area to protect.

Vices and Virtues
—————–

One of the most unique things about MTW is the introduction of the vices and virtues system wherein generals, governors, and royalty gain traits depending
upon their actions. This system is very important to pay attention to as it can
make or break your empire in multiple ways.

Right-clicking on any leader will bring up information on them. The different
traits can all be explained just by moving your mouse over the trait. You will
want to take note of the following:

Loyalty: This is probably the least important trait. This trait is almost
always near or at full and if it is not just assign that person a land title.
Unless you are frequently losing or are a very weak country, your generals
should all have relatively high loyalty. While I consider this trait relatively
low on your priority list it should be put to the top if any of your leaders
has a low amount of loyalty. This is because leaders with low loyalty are very
dangerous. Not only can they defect from your rule but if enough of your
leaders are disloyal a civil war with start (I believe a leader of royal blood
must also be disloyal for this to occur but don’t risk it at all). The civil
wars will take roughly half of your territories and pit them against the
remaining territories. This is devastating even though you are allowed to
choose which side you favor in the rebellion. A civil war will basically stop you
from doing anything until you get your land restored. During this time
computers like to “liberate” your rebellious territory. You’ve got a few options
if you want to raise the loyalty of your nobles.

-Give them a land or office title (Try to distribute all of your titles).

-If you have an extra princess lying around getting old and fat you might as
well have her marry one of the generals (although you must remember that this
gives the noble royal status).

-If all else fails, have an emissary strip the noble of his title and give the
title to a more qualified candidate.

Piety: Piety has only two real functions. One is to make it harder for the
noble to be tried by an inquisition and two is to make zealous territories
happy. Try to have high piety nobles governing highly zealous territories.

Dread: This is the most important in keeping your territories in line. High
dread means the people fear and respect the governor and they will rebel less
(if you want proof, take a place that has a high chance of rebellion and assign
it a governor with high dread). A very easy way to get some dread is to
slaughter prisoners in battle for no reason (gotta love the sound that button
makes).

Command: This is very important in battle. Each command increases the valor of
everyone in that army. Command is a key factor in every battle and it is taken
into consideration a lot when you auto-calc a battle. You can easily gain
command by having generals win battles.

Acumen: This is right up there with command on the importance scale. For the
most part you should have a few good generals and everyone else should be nerdy
acumen heavy governors. Also try and make your good generals governors of the
lesser territories unless they have high acumen. Whenever you have a high
income territory like Constantinople or Venice you should strive to get find a
general with the most acumen you can find. You should even go to the extent of
looking within army stacks. Meaning that you should check out your army stacks
and then look inside them, right clicking each unit on the bottom to see if
there’s some general you haven’t noticed that is brimming with potential. Having
a few more acumen on a general in a key region can mean around 500 extra
flourins a turn in a place that may have only produced 750 before.

The Other Stuff: There are tons of traits that can be listed at the bottom of
the nobles information window. These are really what you have to watch out for.
They are only really dangerous because a lot of the traits are gained randomly
and the changes they cause can be quite dramatic. Here are a few of the more
common/important ones:

NOTE: All X’s mean there are many words that are just used as different degrees
for this trait.

Secret X – There are many secret traits that your leaders can have. Only spies
can uncover them. Until they are uncovered they really have no effect.

X Builder- You get the “X Builder” title depending on how much you build. This
is usually given to the king and means more happiness.

Hesitant- This one is as annoying as it is uncommon. Any time you say “Call off
the attack” in the attack method menu you have a chance of getting this trait.
Hesitant gives you -2 morale.

Skilled/Expert Defender/Attacker- These traits all give you either a +1 or +2
bonus to command when attacking or defending. You get these traits by doing a
good job defending or attacking.

Skilled/Expert Last Stand- This is one of my favorites. These traits give you a
bonus to command when you are outnumbered by more than 2 to 1. It’s quite a
status symbol.

Questionable Courage/Coward- These traits are devastating. What could be worse
than when you are losing battles than having your generals become worse? If you
retreat you will most likely get a coward related trait that effects morale.

X Leader-These are excellent as they give a massive bonus in combat. Make
people with any of these traits your generals.

X Warrior- Usually a bonus to health and valor. Gained by the general’s unit
performing well in combat.

Not So Bold- When your generals sits back for too many battles you get this
negative trait.

Gluttony- When the taxes in a province are high the governor may get this
negative trait.

There are so many more traits but most of them are acquired randomly and most
of them are fully explained just by passing over the trait with the mouse. The
main things you need to do are to check all your major generals to make sure
they are combat worthy. One of the most important things to look for is that
the general doesn’t have many (or any) low morale modifiers. You could have a
general with 8 command but if he has -6 morale your better off with a 1 command
general. Nothing is worse than when you go into battle with a huge well
equipped army and right when you are about to close in for the kill your
soldiers see (Not even start to fight but just SEE) an enemy unit they all
high-tail it out of there.

Also take note that all of your king’s territory affecting traits effect all of
your territories. This can mean immense benefits for your kingdom but it also a
double edged sword. Say for example that your king has a trait that gives a
territory 10% agricultural bonus. This bonus applies to all territories! It is
best used for the +10 happiness modifiers since you will have far less
rebellions, Unfortunately, this can destroy your entire empire. Let’s say you
have +20 happiness on your king and you are a fairly large empire. Now let’s
imagine that you have just conquered a few territories and you are just barely
keeping them from rebellion. Then your king dies. Suddenly you lose that +20
happiness bonus and half your provinces, even ones that didn’t seem to be a threat
before are rebelling like mad. This is why it’s usually a good idea to start
reinforcing all your territories when your king begins to reach old age. You
never know when your king will die.

*Through rebellion comes peace* – This is a little trick you can use to make
your entire kingdom happier. If you have a rebellion on your hands (or you can
just make one by being a bastard to the people) you can then eliminate the
rebellion and when you are given the choice of what to do choose to let them
all go. This usually gives your king the trait Occasional Mercy +10 or
Frequent Mercy +20 and -2 dread. This bonus applies to all your territories so
I suggest that each one of your kings get Occasional Mercy.

Strategic Agents
—————-

All strategic agents are useful scouts. So if they aren’t doing anything have
them moving around. Remember that strategic agents can also use a dock to
travel to any other dock in the world.

Emissary- Used for making alliances or cease fires. They can also be dropped on your own nobles to strip them of their title (This is useful for when say, your governor of Constantinople just got a trait that saps half the cash from his territory). Remember that striping a noble of his title will result in a eduction in loyalty. Emissaries can also bribe generals to your side.

Assassin- Ah, who doesn’t love a cold blooded killer for hire? With these
deliverers of death you can try and assassinate any strategic agent save a jihad or crusade depending on the valor of your unit and the valor/rank of the target.

Spy- Spies are your best source of information and they are especially useful for finding out how powerful enemy generals are. They can also uncover hidden traits. Spies can attempt to bribe gate guards to open castle doors.

C. Bishop/O. Priest/Alim- These are all religious men that increase the
percentage of people believing in a certain religion. Remember to use these to quell religious rebellions by changing the religion to yours. It is also
usually a good idea to put some of your priests in a territory you are planning
on conquering so that it’s easier to control once you conquer it.

C. Cardinal/O. Bishop/Imarn- These are improved religious men.

Inquisitor- Used to raise the zeal in whatever province the inquisitor is in.
After around 60% zeal or so the province will become out of control and many
people will die. Think of putting one in an enemies place for fun. NOTE:
Catholic priests and bishops will reduce the effect of Inquisitors if they are
in the same province. Inquisitors can also be dropped on nobles to try them for
heresy. The chance of success depends on the valor of the inquisitor and the
piety of the target.

Grand Inquisitor- Improved Inquisitors.

Crusades and Jihads
——————-

Crusades and jihads can be your best friend or worst enemy. Crusades are
available only to Catholic factions and Jihads are available only to Muslims.
Sorry Orthodox factions, you guys get the shaft. Anyways crusades are only used
when attacking provinces and jihads are used for reclaiming conquered provinces
(AKA a sort of defense). Both crusades and jihads are dependent on zeal.
Without a good amount of zeal the crusade or jihad will be weak and/or fail.
Crusades and jihads are very useful early in the game and continually become
weaker as the game progresses. This is due to the advancement of technology and
the decline of the church. Zeal is usually always on the decline so it is best
to use the crusades and jihads as fast as possible. All you need to do is build
a jihad or crusade, select an appropriate target and that’s pretty much it.

Crusades that pass through Christian lands gain followers depending on the
province’s zeal. They will even take troops from your enemies and add them to
you. By doing this you can essentially have your enemies fight for you. Leaders do have the option of not letting the crusade pass, in which case a fight will ensue. This rarely happens though. Crusades also produce unique units. These can be fanatics, order foot soldiers, Teutonic sergeants, Knights of Santiago, Teutonic knights, knights hospitaller, and knights templar. All except the fanatics and order foot soldiers are among the best cavalry in the game. The order foot soldiers can also give you an edge. These units, if used quickly in the beginning of the game can annihilate enemies.

Another great thing about crusades and jihads is that you can effectively use
them to have an entire army cross one of your allies territories. You can drop
any army you want into the crusade (although they cannot leave until the
crusade is over). I personally love being the Spanish and sending a crusade
that contains all my armies through France, Germany, and Italy on it’s way to
take Constantinople.

If the Pope calls for a crusade and you send a crusade to whatever the Pope
asks you to do you won’t have to pay him to start the crusade. You can also not start crusades if you are excommunicated.

Many of the following also applies to jihads.

Pros of crusades: Can cross other nations you don’t want to go to war with and at the same time you can steal their troops. Very powerful units are produced from crusades.

Cons of crusades: Takes four years to make. Can’t be done if excommunicated.
Costs a lot of money and cannot change it’s destination territory. Becomes
useless late in game.

The Church
———-

The Papacy is annoying as hell. They are natives of Rome and will reappear
every so often if you conquer them. The Pope will excommunicate you if you
fight Christians and me call for crusades against you. The Pope may
occasionally send you money if you are an extremely good with “spreading gods
word”. I would only take on the papacy if you feel you have absolutely no need
for crusades. If the papacy is destroyed so are all excommunications. You can
also build your own churches too increase faith. Constructing cathedrals will
amplify the effect and give you money from it.

The Inn
——-

The inn is a great tool. It allows you to attract mercenary units of any kind.
If you have a wealth of money I would suggest building a couple of these. The
support costs for the units are immense but inns can provide entire armies in
case of emergencies. Mercenaries cannot become governors or be resuplied.
Remember to disband excess mercenary units if you are getting low on cash.

Sieging
——-

Whenever you siege a castle the easiest way to win it is to just sit there. The
easiest way to defend against a siege is to just sit there and hope for
reinforcements. Exciting, huh? The only time you should ever attack a castle is
if it is a key territory and you need it right then and there. I would still
only recommend doing this if right-clicking on the castle reveals that you
still have over 3 years before the castle falls. Only sally forth from the
castle if you have far more units than your opponent. Remember if you siege to
have plenty of siege weapons.

Auto-Calcing
————

There comes a time when battle become repetitive (especially in non-crucial
battles versus rebels and such). When this time comes it means that it is time
for the auto-calc (or letting the computer resolve the battle for you).
Generally the computer will almost always do worse for you than a skilled
player so I would advise against using this all the time. Auto-calc works well
if you have a lot of command/valor/morale and a mixed force. The computer DOES
take into account the combination of units you have so don’t think just by
making 1000 peasants that the computer will favor your 1000 peasants vs. 500 well trained troops. If you auto-calc a siege try to have at least some siege weapons.

Advanced Strategies
——————-

If you are losing in the big picture the easiest thing to do is defend and wait
for an attack. As a human you should be able to defend against over 3x your
number. After you crush an invasion counterattack the weakened force and take some territory in the process.

Slash and Burn- This is one of my favorite strategies since it solves so many
problems. This strategy involves taking everything you have (save garrisons for stopping rebels) and spreading to any province you can take. The entire goal is not to gain land. The goal is to destroy your enemies buildings and kill troops. This strategy usually results in a huge cash influx. You can then use this to support massive armies. I am occasionally force into using this
strategy when my empire gets enormous. When you are going bankrupt this is the ultimate solution to your support costs because
A. It will kill a lot of your
men (no more support) as well as the enemies.
B. You get tons of cash pillaging
C. The enemy will be set back many years because of all the stuff you destroy.
You might also actually get to keep one or two of the territories you take too.
The only con to this are that you could keep the generic level of technology
down (not that you might care but…). You can use this on a broad scale if you want. All you have to do is keep a central production area (Constantinople for
example) and keep the rest of the world in ruin. This insures you will have the best units. This strategy is great fun as the Vikings.

Scorched Earth- This is useful for retreating. When you know the province you are looking at will get miserably crushed next turn. All you have to do is sell all the buildings in the territory and withdrawal all your troops to a larger force or more defensible territory. Your enemy will probably have to face rebels too (just make sure you don’t move all your troops away if you know there may be a loyalist rebellion if you leave.

Wealth Beyond Measure- Feasibly only obtainable as Italy, Egypt, or
Constantinople since you need a lot of money to pull this one off. This one
involves merely defending every major sea port and ruling the seas. Each major dock territory can make over 1000 flourins a turn. You can just buy armies through mercenaries or bribery.

For the Glory of God- This strategy is better known as “Crusades Everywhere!”.
This works very well with the zealous Spanish. All you have to do is
continually make crusades as soon as possible and load them up with everything you can find. Strike quick and fast.

The Wall- This strategy is very popular and can be used by any nation. All it
involves is keeping all your troops on the borders and minimal troops behind
it. The advantage is that you are very hard to be invaded but things like
rebels and reappearing factions can cripple you in no time.

The Moving Wall- This strategy works best if you have many high tech units. All you have to do is only attack weak territories and really only play a defensive game. You just pick a lot of high tech defensive units and slowly advance, never attacking a large force. This works so well because defenders always have an advantage.

Heir Elimination- The goal is not to conquer and entire faction but to make it
disappear completely by killing all the heirs. Assassins, inquisitors, and army kill squads all become focused on hunting down every last heir. This is a very risky but fun strategy. All forces in battle should focus on killing the
heirs/kings.

Zerg- Everyone loves getting Zerg rushed! This strategy involves tons and tons of cheap units thrown everywhere. Vikings, Scottish Highlanders, Steppe Calvary, Woodsmen, Militia Sergeants…pretty much anything that is cheap to make. Just continually produce these units and win with sheer numbers. This strategy works well in conjunction with the Slash and Burn strategy. Rebellions are also easy to prevent since you have so many units to use for garrison.

Battles
——-

Eventually you will have to take the field of battle (and if you don’t you
shouldn’t play MTW). This is a whole different game here and mastering it can be hard. You’ll learn to love it after you watch your own home grown army crush your enemies. Commanding battles yourself should always mean a better kill ratio but the downside is that battles take time. I definitely don’t suggest actually commanding every battle that happens since that would take forever.
Anyways here is a list of tips for battle that you should keep in mind:

NOTE: This is really meant for single player. Humans are smarter and less
predictable so they may see through some of these tricks and such.

-Always keep a balanced force. MTW is like any real time strategy in that it
uses a kind of rock-paper-scissors system. (You need spearmen to kill cavalry, cavalry to kill bowman, etc.).

-Fear is contagious. Routing units scare nearby allied troops.

-Do not have a king in a territory that will have a battle since the king will
always become the general even if he has only 1 command compared to another general in the same territory with 9.

-Do not charge troops until the last minute since it saves energy.

-Select all your units if there is a mass rout and see if it is possible to
rally any of them.

-When on defense take the highest ground possible.

-When on defense you have to choose whether or not to be close to the edge of the map or far away. I usually suggest being close to the edge since it makes enemies have to walk a very long way so they get tired. They also will have to walk through routing units. My troops also get more rest too. The downside to this is that if your units rout close to the map edge you have almost no chance of rallying them.

-If a unit is out of ammo or become useless for some reason (fatigue,
casualties, etc.) don’t be afraid to right-click them and hit “Withdraw from
Battle”. Unlike rout, this won’t scare your own units and you can still use
this unit later on in the campaign.

-Don’t be afraid to use large group formations. Experiment with them and
conclude on how they are best used (PC Gamer’s December 2002 issue has a great section on the use of group formations).

-Use the strength of your army. (If you have tons of archers try to have them
use all their ammo before you attack with the rest).

-Units suffer penalties the more tired they are and the more surrounded they
are.

-Flanking is your best friend. You can even defeat a group of pikemen with
cavalry if you charge from the back for side.

-Calvary is key since mobility is key to winning battles.

-Make sure a siege weapon has enough crew to fire before you put it into
battle.

-if a battle is so close that you are running low on guys don’t feel bad about
charging units with missile units (although it is usually best to do this
against other weak units like missile units.

-Try and sneak around a horse or two to take out siege weapons.

-Ballistas suck.

-Be wary of turning your guys around while they are fighting. Getting attacked from behind may cause them to route.

-Guard your missile units.

-Bridge battles are the hardest battles in the game. Make sure you have at
least 3x as many guys if attacking.

-Hashinin can give the enemy quite a surprise.

-Siege weapons aren’t just for castles ;) .

-Kill enemy generals since they’ll take a morale hit.

-Use trees to conceal troops.

-Use trees to protect from cavalry and arrows.

-If a multifunction battle starts let the enemy either come to you or fight it
out between themselves, then sweep in for the kill.

-Be a sore loser. Kill prisoners if your going to lose.

-Swap reinforcements until you find the best combination for the start of the
battle.

-Peasants and units with low valor/morale can actually be harmful to your
armies. Be wary of using them since they rout easily. This can cause the fear
to spread to your good troops.

-Use the weather to your advantage. If you are attacking a group of many
archers/gunpowder units attack in rain.

-Try not to send your general to the front.

-Use wedge formations and charges to break enemy formations.

-If a unit works best in deep formations keep them in deep formations.

-If the battle contains more than just two factions than let the other two
fight it out while you hide in the corner. Then come in for the kill when they
are both near death.

-Press ‘P’ so you can pause the game and give orders better.

-If the enemy has a lot of anti-cavalry you should dismount your cavalry.

-Don’t underestimate the power of weapons that cause fear. Even if your siege weapon only kills a few guys it is still scaring the enemy.

-Don’t underestimate short range units like Spanish Jinets and Naptha Throwers.
These units can destroy waves of men. The key to their success is to put them
on hold position and turn off the skirmish mode so they don’t run away and
interrupt their loading every time the enemy takes a step.

-Don’t overload on artillery.

-When placing a siege weapon notice where that siege weapon is able to fire
since it cannot be moved once the battle commences.

-When attacking a castle you have two options. One is too surround the castle
and the other is to focus on one part. The advantage to surrounding is that you confuse the enemy but you get hit by all of the towers in the castle. The focus method is more predictable but you are only hit by half the castles towers.

Charging
……..

Choosing to charge after a fleeing enemy is a risky thing to do. This is
because it tires your troops and it could possibly be a trap. The advantages
are that you will kill many more people, most likely prevent them from
rallying, and also your troops/cavalry will probably gain valor. Even if you
don’t think the computer is clever doesn’t mean that it can’t spring a trap on
you. The computer may be able to rally its troops around and crush yours. It is even worse if you chase all their troops to the end of the map only to find
that they have tons of reinforcements popping in. Your troops will be ripe for
the pickings after they just exhausted themselves with all that chasing.
Generally don’t charge unless you know the computer has no more units in
reserve.

Faction Suggestions (Early Age)
——————————-

Almohads- Somewhat easy. Make use of their special unit as soon as possible.
The only real decision you have to make is whether to attack Egypt or Spain.

Byzantines- Fairly easy. Focus on one front, work towards kataphraktoi, while
building Byzantine infantry, spearmen, archers, and naptha throwers. Try to
start trading early on.

Danes- Oddly enough the Danes are ranked amongst the best factions by many
players. The Danes are moderately hard and they should concentrate on capturing
Norway and terrorizing the North Sea. You could also try to find a weakness in
the Germans or try taking Russia.

Egypt- Egypt is the easiest of the Muslim factions. Egypt is an excellent
territory, they can easily trade, and they have a few good unique units. Focus
on capturing the coastal provinces to the east such as Antioch. Trade there is
great.

English- Most newbies decide to play as English their first time. England is
rather complex for a beginner so I would not recommend it for the first try.
They are trapped by France though they do have excellent unique and province
only units.

French- The French are relatively easy. They are great at crusading and are only
rivaled by Germany in the knight department. I would suggest crusading for a
while until you no longer care about being excommunicated. Take Switzerland
ASAP since the pikemen and halberdiers are excellent.

Germany- The strategy here…pure and utter war. kill anyone you want and work
towards the high level knights. Take Switzerland ASAP. Germany is the only
country that can fight a war on all fronts with relative ease.

Italy- One of my personal favorites. Italy should specialize in trade and
become a monetary powerhouse. Whether or not you choose to get rid of the
Papacy is up to you. I recommend a mix of The Moving Wall with Wealth Beyond
Measure with a heavy emphasis on Italian Infantry.

Polish- These are the real underdogs of the early age. They are surrounded and
have no special units of any use. I would suggest taking over Russia or
Byzantines first.

Spanish- Crusades are the name of the game here. Take out the Almohads or the
Byzantines and build a lot of Spanish Jinets since they are very versatile.

Turkish- Competing with the Polish for the worst faction of the time. The Turks
have some ok unique units but other than that they have no other advantages.

Legal Stuff
———–

This document is copyright 2002 by Layne Phillips, the sole owner of this
document. This document is protected by international copyright laws. If you
wish to publish or post this document somewhere you must have my express
permission.

GUILD WARS GAME GUIDE

Agosto 18, 2007 por mixblog2

GUILD WARS GAME GUIDE

By Matthew Rorie
Design by Collin Oguro
So far as PC games go, few titles in 2005 have generated as much buzz as Guild Wars has. This online-only multiplayer game incorporated MMORPG elements into a fast-paced, skill-based, combat-focused game that plays as something of a nouveau Diablo II, with some stunning graphics and addictive gameplay. In it, players will have to team up to overcome the vicious forces that wish to overwhelm the human kingdoms of Tyria, and fight their way from the blasted lands of Ascalon in the east over the mountains that block their passage to the western kingdoms of Kryta. Along the way, they’ll chop through thousands of Charr, evil dwarves, golems, and undead foes, all in the hopes of eventually passing through the Ascension and taking their rightful place in the Hall of Heroes, where they’ll battle for dominance in an eternal war. Fun!
GameSpot’s Game Guide to Guild Wars serves as something of an entry-level guide to starting out in the world of Tyria. We’re going to describe the basics of each class, run down how best to start your character’s adventures, give you tips on crafting new items, and share some of our PVP experiences with you. Enjoy!
Classes
Warrior
Warriors are somewhat unique in the world of Ascalon, as they’re one of the only classes that can be reliably counted on in toe-to-toe combat. Every other class in the game is going to be attempting to stay away from enemies, for the most part, due to their focus on ranged spells and weapons and poor armor stats, but as a Warrior, you’re going to be expected to get toe-to-toe with your foes and wail on them with an axe, sword, or hammer. To that end, you’re going to be able to wield much thicker armor than other classes will, and will possess more health as well.
The prototypical Warrior secondary profession is Monk, which offers you up a number of healing spells which can let you quickly restore your health when you’re under the brunt of an enemy assault. Healing Wave, especially, is a relatively cheap (10 Energy) and quick-casting spell that can offer up a good amount of health regeneration, while later spells like Mending will let you trade in some of your Energy restoration for a constant amount of health restoration. The negative side of being a Monk is that you can sometimes find yourself with spells that you won’t use too often when you group up with an excellent primary Monk, since they’ll be healing you as best they cane, but your skills will serve as a useful backup in case you get overwhelmed.
Other useful secondary professions include Ranger, which can give you another useful healing spell in Troll Ungeunt and allow you to tame a wild beast to act as a secondary source of damage, and Necromancer, which offers a number of ways to restore your health, often while damaging enemies, as with spells like Life Siphon, Vampiric Gaze, and Vampiric Touch. There’s a common theme here: as a Warrior, you’ll likely want to grab a secondary class that can offer you some way to restore your own health. You know, just in case. Classes like Mesmer and Elementalist are therefore somewhat odd choices as a secondary class, if only because they lack a large number of relevant self-buffs and are also somewhat energy intensive.

Warriors are expected to get down and dirty by entering into melee combat with their enemies.
The primary drawback of the warrior is his or her inability to quickly regenerate energy, and their overall lack of a large energy pool. Since Elementalists, Monks, and the like will usually gain bonuses to energy regeneration from equipment, and Warriors usually won’t, they’ll be held to the default two points of energy regeneration for quite a while, meaning that it’ll be more difficult for them to build energy back up during a fight. Their smaller energy pool will also restrict them in their use of high-cost powers, meaning that Warriors will have to choose a secondary profession with care, lest they wind up with something that offers powerful but high-cost abilities that can only be used a few times before they run dry of mana.
Luckily, Warriors aren’t required to use Energy for many of their own skills, and those that do use energy will rarely take more than five energy at a shot. Instead, they siphon their own adrenaline during battle and use that to power their attacks. Adrenaline can be built up at a rate of one point per successful strike in battle, but you won’t get a real numerical readout of your adrenaline reserves during combat; instead, your adrenaline-using skills will gradually light up from their normal blackened state as you hit things, and when you have enough adrenaline to use an ability (you can check the amount required on your skills window), they’ll light up completely, signifying that they’re ready to go. Many of the weapons-based skills will add status effects or have non-damaging effects on enemies, such as Bleeding, Deep Wounds, or knockdown. You can use them to vary up the pure-damage capabilities of the warrior a bit.
One thing to mind as a warrior is your aggro radius. You’ll notice that there’s a little white circle around your character on your compass in the upper-right corner of the screen; this indicates the distance at which enemies will notice you and start attacking. Since Warriors are often going to have to approach enemies, due to the fact that they use melee weapons, you’ll need to be very, very careful that you don’t accidentally aggravate more than one enemy group at a time. You might be able to survive such an encounter, but you need to recall that there are a bunch of teammates behind you that are very dependent on their energy to survive, since they have less health and armor than you do; taking on large groups of enemies when you could separate them out into smaller chunks isn’t a good idea if you care about your teammates. And you do care, don’t you?
Strength
Strength is the primary skill of the Warrior, and thus isn’t available to characters that take Warrior as a secondary class. Each point allocated here will allow your weapon strikes to ignore one percent of your opponent’s armor, and will also affect some of the appropriately strength-requiring skills, such as Power Attack.
Swordsmanship
Swordsmanship increases the damage you deal with swords, and also increases the likelihood of striking for a critical hit when you do land a blow with a sword. It’ll also increase the efficacy of your sword-based skills, like Sever Artery and Gash. Swords are exclusively one-handed, and deal less damage than hammers, but can be used with a shield.
Axe Mastery
Axe Mastery focuses around the art of wielding axes, increasing the damage from those weapons and upping the likelihood of a critical hit. Axes are generally going to have the lowest normal damage of melee weapons, and will rely on their adrenaline skills to compensate for this.
Hammer Mastery
Hammer Mastery, like the other two weapons-based skills, will boost the damage and critical chance of hammers. Hammers are always going to be two-handed, meaning that you’ll have to forgo the use of a shield while dealing damage, but you’re going to get higher damage in return.
Tactics
Tactics increases the efficacy of a Warrior’s Shouts and other support abilities. Shouts are primarily used to give a short-lived buff to the entire party at the cost of adrenaline or Energy, although some shouts will only work on the Warrior that casts them.
Monk
Monks often fit into the healing archetype that’s such an integral part of any party-based online combat system, and indeed can fulfill this role quite well; Monks are often going to be a required component in any cooperative mission, since they can quickly and ably heal teammates to counter the effects of incoming damage.
In addition to pure healing skills, though, of which there are many, Monks can also use Smiting magic and Protection spells. Smiting magic is often going to be a Monk’s sole offensive ability; these skills will usually deal Holy damage to enemies, which is especially handy against undead foes, which take double damage from Holy spells. You won’t be dealing as much damage as a good Elementalist in most situations, but you’ll at least have something to whip out when all of your teammates are well-healed. Protection spells are generally going to be buffs, in that you cast them on your teammates and they get the benefit of your spell, such as increased defense or blocking abilities, for a short duration.
The primary drawback of Monks is their low health total and poor armor, at least in comparison to some of the other, beefier classes, like Rangers and Warriors. Still, with the self-healing abilities of Healing Wave and Orison of Healing, this is rarely a drawback. It’s also somewhat difficult to solo as a pure healing Monk. You can grab a Warrior Henchmen, which are surprisingly durable thanks to their own self-healing capabilities, but you’ll always have a problem with pure damage dealing unless you pick up a good secondary class and allocate some skill points to pumping up damage. Mesmer is a popular secondary choice, as its Domination tree will let you lay down spells that will affect enemies over time without overly taxing your energy. You can also go with Elementalism if you wish, but many of the most effective spells there will take a lot of energy, and if you start to fall behind on the healing because you’re going for offensive abilities, you can expect to annoy your (probably dead) teammates a great deal.
Divine Favor
Divine Favor is your primary skill, and is mostly going to be of use to Healing monks. Each point here will result in a blanket three health being restored whenever you cast a spell. For instance, if you have one point in Divine Favor and cast Heal Other on a teammate, they’ll be gained for three health plus whatever Heal Other gave them. If you have five points in Divine Favor, then they’ll gain 15 points of health, plus whatever Heal Other gives them. So it stacks with healing powers, but also works with non-healing abilities like Shielding Hands. Healing / Protection monks will want to emphasize their Healing attribute, but Divine Favor should be close behind.
In addition to adding a blanket healing bonus to your spells, there are also a few skills that are specifically tied to Divine Favor for increasing their effects, but it’s a small and rather unremarkable bunch.
Healing Prayers

The perfect spot for a Monk: back in the back of a group, healing from behind.
The Monk is the only class in the game that can heal other players in the party, save for some very limited abilities of the Necromancer and the Ranger; all classes get some way to heal themselves, but when you want a real healer, you’re going to pick a Monk to round out the ranks of your party. Most Monks will, indeed, probably want to specialize in Healing prayers, as healing monks are in great demand for partying, especially when you get up to around Piken Square or so. The more points you put into your Healing attribute, the more effective your spells will be – it’s as simple as that.
Smiting Prayers
The Smiting attribute is the school of offensive power for Monks, and mostly focuses around causing Holy damage to foes. Holy damage is a useful tool, especially when dealing with ghosts and the Undead that start popping up later in the game, but the sad fact of it is that most Monks aren’t going to be chosen for their offensive prowess, and if you advertise yourself as a smiting Monk, you’ll rarely be chosen in front of a Monk that can actually heal worth a damn, except perhaps when you start dealing with the Undead. Investing heavily in Smiting will prevent you from becoming too good at Healing, which is what most parties desire, although it will make you a bit more feasible while soloing.
Protection Prayers
Protection prayers are focused on preventing damage from reaching your allies and removing negative effects and hexes from them. There are some pretty neat spells in here, such as Shielding Hands, which will reduce all of the damage an opponent takes for the next ten seconds, and Vital Blessing, which is an enchantment that will boost a single ally’s maximum health while you maintain it. Shielding Hands alone is probably worth investing a few points into Protection for, as it’s great to cast on a character that’s about to charge into a group of enemies, or that’s getting pounded on too quickly for you to heal them.
Ranger
Almost all of the classes in Guild Wars have access to ranged or magical attacks, and good ones at that, making the Ranger perhaps less of a unique class than the Hunter in World of Warcraft or the Amazon in Diablo II is. But it’s still the only boat to row if you want to use skills that boost your bow attacks, and is also the only class that will let you set traps and tame animals to serve at your side.
One of the distinguishing features of the Ranger is that they can use their bow attacks from a good distance away, further in fact than most spellcasters will be able to hit you from. In party combat, this can make you a valuable puller, as you’ll be able to position yourself behind your warrior, select a target, shout it out, then fire at it to pull it and its group towards you. With some help from a healer, you can easily survive the aggro generation of such a maneuver, and you’ll be able to front-load your damage with things like Precision Shot, Power Shot, and preparation abilities like Apply Poison or Choking Gas, or lay down a trap between you and the opposing enemies and force them to run over it on their way to you.
One thing to remember as a Ranger is that you’re going to be dealing a bit more damage if you’re above your enemies. You gain a damage bonus from having the high ground, which is especially useful in PVP, so do your best to get above your enemies and fire down at them.
A number of professions mesh well with the Ranger. Ranger/Mesmers or Ranger/Necros can be devastating in PVP thanks to their ability to stack poison and health degeneration effects on a single target, or otherwise gimp foes with status effects, while Ranger/Monks offer up a number of support abilities to help your team carry the day in mortal combat.
Expertise
Expertise reduces the overall energy cost of most of your skills, with each extra point in Expertise resulting in a 4% reduction of energy costs for Preparation, Traps, and Attack skills. Note that this benefit doesn’t round up, so you’ll need to pump this enough to get a full energy point reduction in order to see any effect. E.g. an applicable skill that costs 10 Energy won’t get any benefit from two points in Expertise, since this is only an 8% reduction, and thus amounts to less to a point; putting another point in Expertise, however, will result in a 12% reduction, and will thus drop the energy cost of the skill to nine points.
Expertise also affects skills that reduce Energy cost, skill recharge times, and your Ranger’s chance to dodge attacks, such as Practiced Stance, Lightning Reflexes, and Dodge.
Beast Mastery
The Beast Mastery skill tree mostly revolves around buffing your animal companion, increasing its health recovery rate or armor or giving it added offensive capabilities. There are plenty of Call abilities, which generally last for 30 or 60 seconds, allowing you to put them up just before a fight starts and have them last throughout. There are also a number of skills here that affect Rangers themselves, allowing them to adopt the aspect of a certain beast for a short period of time, and which act as short-term self-buffs.
Marksmanship
Marksmanship skills revolve around increasing the efficacy and especially the speed of your bow attacks. Not many of these skills will result in outright damage increases, but many of them will let you fire more quickly, thus letting you pump out more damage per second. A lot of these skills will also let you interrupt enemy actions, forcing them to start casting their spell or performing that action again. Marksmanship rangers can thus be pretty annoying in PVP.
Wilderness Survival
Most of a Ranger’s trap abilities are located in Wilderness Survival, along with the bulk of their Preparation abilities. Traps are great ways to start off fights, as they’ll affect multiple enemies with status effects, as well as causing damage, while Preparation skills will allow you to add damage or an effect to all of your ranged attacks for the next dozen seconds or so.
Elementalist
As in many MMO’s, the Elementalist (read: Mage) in Guild Wars is going to be the heavy damage dealer of the party, with many of the most damaging spells, area-of-effect attacks, and elemental damage. While physically weak, elementalists get large energy reservoirs and plenty of energy restoration to go along with it, enabling them to cast plenty of spells with minimal downtimes.
As the name of the class implies, Elementalists are masters of elemental magic, in this case subdivided into Air, Fire, Earth, and Water. This is something of a drawback, as the four divisions of magic, when added to the Energy Storage primary power, mean that Elementalists have to choose from five attributes instead of four, thus meaning that each attribute will have somewhat fewer spells available to it than you’d find in other classes. Still, though, each attribute is going to be roughly equivalent to one another, with each having its own strengths and weaknesses.
Like in most games with elemental magic, you’re going to find that some enemies are going to be weaker to some forms of magic than others, especially when the foes you’re facing are themselves constructed out of an element. So, for instance, if you see an Ice Elemental running around, you’d be wise to use Fire magic on it; any Fire spells you use will do double damage. Using Ice magic on an Ice Elemental, however, will result in drastically lower damage than normal. Since it costs an awful lot of points to reach the higher level of an elemental skill, you’re probably going to want to try and specialize as much as you can in a single school of magic, and use your secondary profession to deal damage or otherwise hurt enemies that wind up being resistant to your elemental prowess. You can still realign your attributes when you reach an area where you think it’d be worthwhile to do so, such as by retasking to fire magic when you hit the snowy peaks around Yak’s Bend.
The most popular secondary profession for Elementalists seems to be Mesmerism, with its wide array of support abilities that mesh well with Elementalism. Things like Backfire can be a big help when dealing with spellcasters, since it’ll harm them each time they cast a spell, while Phantasm can add some straight bleeding to their rear ends. Domination Mesmers can especially be nice, since they’re quick to cast and affect an enemy for a few seconds at a time. Monking can also be popular so that you can act as a secondary healer when needed, but you need to be careful not to spend too much energy on healing; most of what you want to be doing in combat is casting spells.
Energy Storage
Energy Storage is going to be a great skill to invest in, especially over the first few points, as each point will net you an extra three maximum energy. There are a lot of classes that would die for this kind of simple boon, but the Elementalist is arguably the one in most need of it, since they have the most expensive spells and need to cast spells to fulfill their role as a damage dealer. Some spells require upwards of 40 energy to cast, so you’ll probably need a couple of points in Energy Storage just to use them, barring excellent equipment upgrades.
Fire Magic

A good fire Elementalist is a valuable asset in any battle.
Fire magic is obviously going to be best used against ice and snow creatures, but can be devastating against almost any enemy you face. Fire has a good mixture of single-target and area-of-effect spells, and can often set enemies on fire, resulting in extra damage over time. It is, however, an expensive school of magic, with many skills that cost 15 or 25 energy at a go.
Water Magic
Water magic incorporates both water and ice magics, resulting in a school that emphasizes slowing enemies and protecting you from harm. The damage here isn’t as great as Fire magics are, but there are some noticeably good spells, such as Blurred Vision, which can cause all enemies in a group to miss with 50% of their attacks for 10-20 seconds. This is a great spell to open a fight with.
Earth Magic
Earth Magic focuses on knocking enemies down, and is especially useful for damaging enemies close to the caster and for increasing your resistance to physical attacks. Although it doesn’t have quite as much offensive prowess as something like Fire does, Earth is notable for the relative cheapness of its spells, with most coming in at 10 energy or so.
Air Magic
Air magic doesn’t have a particular effect associated with it; many of the spells just do good solid damage and leave it at that. It’s also generally going to be the cheapest school of magic to specialize in, with only one 25-energy spell and no 40’s at all.
Mesmer
Mesmers are manipulators, not focused on dealing outright damage, but rather with throwing out status ailments and twisting the efforts of their enemies back on themselves. It isn’t an exceedingly popular choice as a primary profession, but is quite often seen backing up primary monks and elementalists on their journeys.
Mesmers have a bevy of manipulative spells at their disposal, and are especially useful at negating the powers of enemy spellcasters or at manipulating the raw energy of foes so that they can’t access their skills and spells. There aren’t a great number of super-awesome-DragonBallZ offensive powers here, but with practice, you can be quite annoying in combat.
As a Mesmer, you’re going to want to pack along another spell-casting secondary class, such as Monk or Elementalist, to compensate for your lack of a purely defined role. Your Fast Casting attribute can supplement these abilities by allowing you to pump out damage or healing spells more quickly than primary Monks or Elementalists would be able to. Mesmer/Necros are especially deadly when dealing with single targets, as Conjure Phantasm combined with something like Blood Siphon or Faintheartedness can stack for massive health degeneration for a short duration, forcing enemy healers to work overtime to counteract the effects.
Oddly enough, although Mesmers is one of the least utile classes in PVE play, a well-played Mesmer can be devastating in PVP combat. If you can get close enough to your foes to cast a well-timed Chaos Storm or Backfire on their primary casters or Monks, you can shut them down for a good amount of time, or force them to cease casting until they can remove your hex. The tough part is going to be getting close enough to the back lines of your enemies to cast your stuff, since it’ll typically be the warriors going in headfirst. Try to have your target lined up before the melee begins, though, and just run through the fight to cast your hexes; mesmers are usually a low-priority target for the opposing team, so you won’t likely be getting hit too often.
Fast Casting
Fast Casting is the Mesmer’s primary skill, and, well, lets you cast your skills a bit more quickly than you would otherwise. This skill doesn’t list a set percentage bonus for casting times, so it’s difficult to gauge its precise effect, and it’s also difficult to know whether it rounds up or down, which is important for spells that already have a short casting time. Anyway, dump points here if you’re looking to put more magic in the air, but be careful not to cast too fast or you’ll run out of energy.
Domination
Domination mostly focuses on harrassing and interrupting enemy spellcasters. There are a number of powerful spells in this category, with two of our favorites being Backfire and Chaos Storm. Backfire is a single-target spell that hexes a single spellcaster for ten seconds; whenever that character casts a spell during that timeframe, he or she will take damage. If you pump up your Domination stat almost all the way, you can bump the damage up to over 100 points per spell, which is sometimes enough to kill enemies outright if they’re not careful. This is especially useful on enemy Monks in PVP, since they have to constantly cast healing spells on everyone else. They’ll either have to stop healing their teammates, or waste their energy on healing themselves.
Chaos Storm is another damaging spell, but one that affects a character and the area around them. In PVE play, you’ll often come up against masses of enemies that stick close together; a Chaos Storm cast on one of them will deal a bit of damage every second for ten seconds to all enemies near your target, and also drain energy from spellcasting enemies when they cast a spell. Although you need to have a large number of attribute points in Domination to drain more than a couple points of energy with each hit, Chaos Storm is still pretty useful at any stage, as it’ll cause your enemies to both take damage and lose energy.
If you’re looking for a more straightforward version of Chaos Storm, you may want to try out Energy Burn. This skill starts out by draining your foe for 5 energy and dealing eight times that amount in health damage, but you can up the amount of energy lost by, again, increasing your Domination stat.
Illusion
Illusion magic is mostly intended to affect your opponent’s minds, mostly by disrupting their attacks and throwing out numerous other status effects. There are some damage spells in here, mostly of the “target players loses X health per second” variety.
Inspiration
Inspiration skills typically revolve around the manipulation of energy, mostly by stealing the energy of enemies and transferring it to yourself, or adding energy cost to normal actions, such as attacking. Some of the skills here also revolve around manipulating the enchantments of enemy spellcasters, such as by removing them from the targets, allowing you to eliminate the buffs on certain characters.
Necromancer
Necromancers are the dark magicians of Guild Wars, focused on manipulating the powers of blood and death to their own nefarious ends. Strong necromancers can be a mighty asset to a party, as they have the ability to summon armies of mindless drones to distract foes and can convert bodies into extra health regeneration, or sacrifice their own life for added benefits. They also have plenty of skills revolving around the transferance of conditions, such as Bleeding or Deep Wounds, allowing them to transfer negative effects on themselves over to enemies.

A Death Magic Necromancer can pop up plenty of Bone Horrors to help a group in PVE.
Necromancers function as something of indirect damage dealers in PVE combat, with a number of support abilities that can help your entire party. Since they don’t have an overwhelming number of direct damage spells, many Necromancers choose to take on Warrior as a secondary profession and use melee weapons in combat, relying on Blood Magic abilities to restore their health and afflict their enemies. Although this archetype is fairly common, many players also love grouping with Death Magic Necromancers, especially when you’re questing in areas with large numbers of flesh targets, such as evil dwarves and Charr. Death Magicians can raise armies of the undead from corpses, which will take gradual damage until they die, but which will reduce the pressure on your healers and front-line troops by giving your enemies a number of essentially meaningless targets to beat on.
In PVP, the Necromancer’s role is somewhat different. Since you can’t rely on a steady stream of corpses, corpse-affecting spells are vastly reduced in effectiveness. However, you should have plenty of Blood Magic and Curse effects to spread the horror with; things like Faintheartedness, Enfeebling Blood, Shadow of Fear, and the like can all greatly reduce the effectiveness of specific enemies or enemy groups. And although you won’t be able to raise undead armies, you may wish to examine the Well powers, such as Well of Suffering or Well of Blood. While you do need to kill an enemy before you can use these spells, they can effect drastic shifts in the balance of power, either by giving all of your teammates a good deal of health regeneration for around ten seconds or by afflicting all of your enemies with health degeneration. Also, don’t overlook the spells that strip enemies of Enchantments, such as Chilblains and Strip Enchantment; most Warrior/Monks will be laying down Retribution or Mending on themselves which you’ll be happy to be rid of, and you’ll also be able to strip away a Monk’s Healing Breeze if you’re quick.
As mentioned, many Necromancers in the game take Warrior as a secondary profession, although this is far from a consensus choice. Necro/Elementalist and Necro/Mesmer are also popular choices, with Necro/Ranger and Necro/Monk being somewhat less common. With Soul Reaping, though, you should be able to fuel most spellcasting classes with the energy that you steal from enemies, so energy conservation isn’t quite as pressing an issue as it is for, say, a primary Mesmer.
Soul Reaping
For each point you put into Soul Reaping, you’ll gain one energy when a nearby enemy dies. Pretty handy, that, especially in large-scale PVE battles where you’ll be mowing down enemies quickly. It’s not quite as useful in PVP combat, though, where kills are going to obtained only after long slogs of fighting, and where your victory is usually almost assured after the first couple of kills, making the extra energy gained less than necessary.
Curses
Curses is a good support attribute for PVP players, as you’ll be able to harry your opponents with slowing, interruptions, Hexes, and all kinds of nasty stuff like that. A number of the spells here will reduce the effectiveness of healing magic cast on your target for a period of time, allowing you to plop them down on an enemy warrior and go to town – just be sure your teammates know who you’re casting on so that they can all target him or her.
Blood Magic
Blood Magic often involves some kind of sacrifice of the Necromancer’s health to effect some kind of change on the target. A good early spell that Necrowarriors and Warrior/Necros will want to boost is Blood Renewal, which forces you to sacrifice 33% of your health, then nets you three health regeneration for ten seconds and a large health gain at the end of the spell. If you can get a Monk to cast Healing Breeze on you while you cast this spell, you’ll be able to charge in with as much as 10 or 11 health regeneration, making you virtually undamagable for 10 seconds. Generally, though, it’s best to cast it before combat, then take advantage of the regeneration to charge into combat and start swinging away.
If you happen to have access to them, Well of Blood and especially Well of Power (an elite skill) are great in PVP, since they’ll let your teammates sit inside the radius of their effects and gain regeneration for 10 seconds. They don’t affect your enemies, and these effects can’t be dispelled. Just be sure to let your party members know that you’re casting them!
For PVP, you might also want to try using Spinal Shivers on critical enemies, like healing Monks. It will cause your target to be interrupted when hit by cold damage for a good length of time, up to 30 seconds. If you pair this with a wand that deals cold damage, it’s conceivable that you could prevent an enemy from casting any spells for the duration of the effect, although you yourself would of course be almost useless to your team for the duration of this effect.
Death Magic
Death Magic, as previously mentioned, mostly revolves around the conversion of corpses into usable energy or effects, or with the maintenance of undead allies that you’ve raised. It can be useful in PVP, but you won’t be able to rely on the undead armies of PVE; instead, you’ll be using Death Magic for things like Soul Feast, Putrid Explosion, and Deadly Swarm. In PVE, though, undead masters are a great boon to a team, at least in areas where you can actually raise undead minions. Although they’ll take damage over time and eventually die if you don’t quickly move from enemy to enemy, they still confuse the enemies in the game and cause them to cease attacking the actual members of your team.

Getting Started
When you first step into the world of Tyria, it’ll probably take you a little while to get used to the somewhat odd way the game is set up, especially if you’re attempting to shift over from a “pure” MMO game like World of Warcraft. Things are a little bit different in Guild Wars, mostly in the sense of things being multiplayer, but much less massive. It’s really more akin to Diablo II than anything else, if you happened to play that game, save that the numerous chat channels are incorporated right into the game itself in the form of the towns. Like Diablo II, it’s going to be rare to play with more than a few other people at a time; only in the cities will you meet up with other players and attempt to group up for missions. When you do head out on a mission, the game will create a special zone for you and your party members (or just yourself if you’re playing solo) that will only features enemies in it; no other players outside your group will be able to access it. Thus, your chances of happening across a fellow player out of town and striking up a group will be nil, but likewise, you’re never going to be killed by some griefer who happens to enjoy taking advantage of the weakness of others.
In essence, though, Guild Wars does play a lot like an MMO, or any other type of RPG, since it has skill sets, classes, equipment upgrades, quests; all the trappings of a traditional RPG experience are here. Getting used to the game’s unique mechanics can be a bit daunting, but with a little time under your belt, you should pick up the pace pretty quickly. For those of you who are brand-new to this type of genre, though, we’re going to give you some tips to help get you started in Ascalon.
After Character Creation
After you’ve made a new character and sit through the opening cutscene, you’ll be deposited into Ascalon City, one of the capitals of Tyria. The storyline elements of the game are summed up by the cutscenes you’ll witness as you take quests, as well as in the opening cutscene, so if you’re interested in learning more about what’s happening in Tyria, play close attention; the manual also has a bunch of fiction for the game if you want to read that.

There’s always time to dance nude in Ascalon. Use the /dance command in a chat window to start the boogie.
Anyway, here you are standing around in town. You’ll notice that one of the characters in front of you, the Town Cryer, has a green arrow over his head; this indicates that he has a quest for you. If you talk to him (by left-clicking on him) and accept the quest that he gives, called “Message For a Friend,” it’ll be entered into your quest log, which you can check by hitting L. This is a simple quest; all you have to do to complete it is cross the bridge to your north and speak to Sir Tydus, who likewise has a green arrow above his head (which can also indicate that a character can give you a reward for completing a quest), you’ll complete the initial quest and earn your reward, netting you a little gold and experience. You’re off to a good start!
After you talk to Sir Tydus, he’ll offer you another quest right off the bat. This quest, “War Preparations,” will involve you leaving town, so go ahead and do so. You’re likely going to see a lot of other players in the town square on your way out, but don’t worry about them yet; just walk down the ramp and into the large, glowing, white exit points on your left.
Adventuring and Earning Skills
When you leave town, you’ll see a short loading screen, and you’ll wind up in Lakeside County, an idyllic little area that’s devoid of any serious threats to you. Immediately outside the gates should be Gwen, a young girl, and your first quest trainer, the name of whom will change based on your chosen profession. Your trainer will definitely have a quest for you, and if Gwen’s there, she might have a quest for you as well. (One of the classes, Monks if we recall, actually have a quest to help rescue Gwen, who’s been trapped by monsters nearby, so she won’t be there for those players.)
Speak to your trainer first off. They’ll give you a simple quest to perform, after which they’ll reward you your first two skills. As you accept this quest, you’ll notice a little flair on your compass, in the upper right-hand corner of the screen, which resolves itself into a small green arrow in the corner of your mini-map; this is going to point you towards your quest objective. (If you missed the quest text, you can find it in your quest log and read it again.)
Now, most of these starting quests are going to involve killing Skale, which are goblin-like fish creatures that dwell near the river to the south of your location. Head there and start taking down Skale, then; you should be able to handily defeat them with your starting weapons. Most of these enemies won’t attack you unless you attack first, so you’ll be able to handily avoid combat if you just want to run past them, but you should definitely kill a few of them for experience and to gain some items. All you have to do to attack an enemy is left-click on it; if you want to get a little more complicated, you can use Tab to cycle through nearby enemies, then hit Space when you see a likely target. River Skale Tads are going to be your most likely target here, as they’re level 0 and will be able to take only a few hits before keeling over dead.

You’re going to have plenty of time to practice on the easy enemies before the Searing before moving on to the real challenges in the game.
Most enemies in the game will drop some kind of item when killed, and these Skales are no exception. While enemies never drop usable armor, you may find weapons that are an upgrade over what you were initially given. To check your equipment, hit I and move your mouse over the weapon in your weapon slot; most of them will do something like 3-5 damage. If you’re using a one-handed weapon, like a sword or a cane, you’ll be able to equip another item in the shield slot below it. Warriors will want to put an actual shield here, while spellcasters will want to equip some kind of item that gives you extra energy, such as a chakra or an icon. Pop your inventory whenever you pick up an item and see if it isn’t something you can equip. (Note that many of the Skale will drop Skale Fins; be sure to pick these up.) If any of the items that drop have blue names, hold onto them; these are magical items. You’ll need an Identification Kit to identify them, but you’ll be able to get one of those later on.
When you’ve completed your initial quest given to you by your trainer, return to him or her for your quest reward. You can check on whether or not you’re done by examining the quest in your quest log; underneath the Quest Summary, you should see your objectives scratched out with the line “Return to (trainer) for your reward” entered in beneath it. With that done, return back to the gates of Ascalon City and talk to your trainer again; they’ll give you your first two skills in your primary profession. After that’s done, your trainer will return to the city, leaving Haversan in their place. Haversdan should have a couple of new quests for you, so pick those up.
Skills
Now that you have a couple of skills under your belt, we might explain what these do. Skills are essentially your spells; all classes have them, and all of them will need to use them in combat for maximum effectiveness.
You can collect an incredible number of skills in your travels, with most of them coming as quest rewards, just like you earned these two. You can only use eight skills at a time, though, and you won’t be able to change these eight skills during a mission. If you have more than eight skills (and it won’t take you long to acquire more than that), you’ll need to pick them while in town. You can open your skills menu by hitting K, and if you’re in town, you’ll be able to drag and drop skills onto your skill bar (at the bottom of the screen) to select the eight that you want to use.
If you want to obtain more skills for your character, then Haversdan should have given you a quest called “A New Ranger Trainer” or “A New Warrior Trainer” or whatever. If you follow the arrow given to you on your map (which will likely lead you outside of Lakeside County), you’ll eventually find another trainer for your profession, who’ll give you more quests and more skills. Yay! The more skills you have, the more flexible you’ll be in combat.
Note that most skills will have green numbers in their descriptions, which you can check in the Skills menu or by running your mouse over the skills on your skill bar. These indicate variables, or numbers which can be increased or reduced by allocating attribute points to your various attributes. Don’t worry about them yet; instead, just keep adventuring for the moment and we’ll discuss attributes later on.
Merchants
Now, if you return to Ascalon City, we’ll talk about the merchant characters you’ll encounter there. There are three types of merchants here: general merchants, weapons merchants, and crafters.
General Merchants are given the tag [Merchant], and can be found in pretty much every town in the game. These guys will sell you items, the most important of which are the identification kit and salvage kit. Both of these are described in detail in our Items chapter above, but to sum up: ID kits will let you identify magical items that drop, while salvage kits will let you break down junk items into useful crafting items that you can bring to a crafter to make more powerful equipment.
At the beginning of the game, though, the most important role of the merchant will be as a buyer; you can sell almost anything to him, and although he won’t pay you much more than five gold for most of the stuff you’re going to be finding in the early game, but since you start out with virtually no cash, every little bit will help, and indeed you’ll be finding enough junk items in the game so that the small amounts of cash you earn from item sales will definitely add up.
Weapons Merchants won’t be fully usable for a good long while. At the outset of the game, all they can really do is customize your weapons for you, which adds +20% damage to the weapon at the low cost of ten gold. This is worthwhile in and of itself (although it does prevent you from giving the weapon to another character for them to use), but later in the game, you’ll be able to add custom parts to your weapon to upgrade it further. For now, though, return to the Weapons vendor whenever you get a new weapon and customize it for the extra damage.

The crafter in Ascalon offers terrible merchandise. Save your crafting items until after the Searing.
Crafters are similar to weapons merchants in that they won’t be tremendously useful until later in the game. Again, these are explained in greater detail in the Items chapter above, but for now, suffice to say that you can bring crafting items to these guys and have them convert them into better equipment. Most of the equipment that you can earn in Ascalon is barely worth making, though, so you’re better off not salvaging equipment, and instead just selling everything you can for cash at this point in the game.
Choosing a Secondary Profession
Now, at this point you can start exploring the countryside. If you wish, you can track down the next trainer for your profession, or attempt to earn a secondary profession. You’re going to need to earn a secondary profession before you can leave this first part of the game, so you’re going to want to start thinking about what you want to pick.
Luckily for you, you can feel free to try out multiple professions before settling down and picking one. When you find a secondary profession trainer, of which there’ll be five (one for each profession except your primary profession), they’ll give you a task to perform and loan you some of the skills of that class, which you can keep and try out while you’re on the quest that they give. In most cases, you’re going to be forced to use the skills that they’ve given you in order to pass through whatever quest that you’re tasked with. For instance, the Monk trainer will give you a healing spell, and then ask you to escort a guard through some poisonous water in the catacombs while he retrieves a sacred object. While he’s running through the water, you’ll need to heal both him and yourself, or you’ll die.
Anyway, if you wish, you can feel free to track down the secondary trainers and partake of their quests at no real risk. Each of their quests will net you 250 experience. After you complete their initial quest, you can return to them for the experience reward; they’ll then ask you if you wish to permanently take on their class as a secondary profession. This is a permanent choice and cannot be changed, ever. If you’re hesitant to commit to the secondary profession, just turn them down; you’ll keep the temporary skills you were given until you do another class’s beginning quest. If you want to take up the profession later on, you can simply return to the trainer again and accept the burden at that point.
Mesmer: Lady Althea, at the Actor’s Stage just outside of Ascalon City, will ask you to track down and kill a rogue bull. Find it on your map (it’s quite close to her) and use Conjure Phantasm to off it. You’ll need to use it three or four times; you can’t hurt it very much with physical attacks due to its high armor.
Monk: Brother Mhenlo resides in Ashford Abbey, a town that lies at the end of the road leading southwest from Ascalon City. If you accept his quest, you’ll be asked to escort an Abbey guard into the catacombs in order to retrieve an artifact. The only catch is that there’s poisonous water between you and your goal, so you’ll need to keep using your healing powers on yourself and the monk if you wish to stay alive.

After you nab an animal friend, you’ll be able to bring it along on adventures, and hug it and love it and squeeze it forever.
Ranger: If you’re interested in ranging, then you’ll have to head to Regent Valley to meet up with Master Ranger Nente, who’ll instruct you on the art of obtaining a pet companion. To do so, head to the Melandru statue noted on your map, then use the Charm Animal skill on one of the Melandru Stalkers there to bind it to your will. With that done, return to Nente to become a full-fledged Ranger.
Elementalism: The secondary trainer for Elementalism is difficult to find. Aziure is going to be found near the tower in Wizard’s Folly, which is a zone found to the south of Ashford Abbey. If you happen to have picked up the quest “The Wayward Wizard” in Ascalon City, then that can be used to make your way down to the town of Foible’s Fair, which is right near the border between the lush greenlands and the snowy mountains to the south. The tower you’re looking for is actually in the mountains, to the southwest of Foible’s Fair, and is going to be guarded by level three Ice Elementals, so you may want to bring along a teammate or wait until you’ve gained a couple of levels before heading out.
When you meet up with Elementalist Aziure, she’ll ask you to protect her while she performs some magical ritual thingamabob. She’ll give you a few spells, including Glyph of Lesser Energy and Fire Storm. The basic idea here is to wait for the Ice Elementals that appear to gather around Aziure, then use the Glyph, then use Fire Storm to pound away at the Elementals. They’ll take double damage from the Fire Storm, so it should be able to kill them all relatively easily. While you’re waiting for it to recharge, attack them with normal spells or attacks, and be sure to stay above the 15 energy needed to cast Fire Storm again. When all the Elementals are dead, you can speak to Aziure again to take on Elementalist as a side profession, if you wish.
Necromancer: Necromancer Munne is found just inside the Catacombs, the entrance to which is inside Ashford Abbey. In order to complete her task, you’ll need to use the Animate Bone Horror skill which she gives you to create zombie-like creatures to do your bidding. She wants you to enter the tomb and kill a Nightmare that has been created within, but the path leading to it is blocked off by a number of flame traps. If you enter one of these flame traps, you’ll die, so instead, walk up to the edge of the trap and use the Bone Horror spell to summon a Horror; they’ll usually be summoned within the flame traps, and thus set them off, freeing you to pass by. The Nightmare is level four, but shouldn’t be too difficult to kill if you’re above level two or so and have some manner of healing yourself.
Warrior: To train as a secondary Warrior, talk to Warmaster Grast in Green Hills County, which you can find by following the road leading west out of Ascalon City. He’ll give you some sword skills, as well as a starter sword, and ask you to kill six Grall Invaders that have taken up position on the roads to the southwest. Do so, then return to him to become a full-fledged warrior, if you wish.
Keep Questing!
After you’ve gotten used to how the game plays, you’ll probably still have a bunch of unfinished quests in your logbook. At this point you’ll probably want to go out and do as many of them as you can – each of them will be worth 250 or 500 experience, and most of them will be easily soloable, except maybe for pure healing monks. Each quest may not add a significant amount to your level bar, but getting as much of the experience here before bumping yourself to post-Searing Ascalon will make the going a lot easier for you as opposed to people who leave at the minimum required level.
Moving On
When you think you’ve expended as much energy as you’re willing to do so in Ascalon and its surroundings, it’s time to move on to the next phase of the game. To do so, return to Ascalon City and talk to Tydus, by the gates to the Ascalon Academy. In order to get past him, you’ll need to be at least level three and have two professions, but you’re well advised to wait until you’re at least level five to move on, and the higher the better. You should be able to get up to level seven or eight by doing all of the quests here, which will make for an easier time after the Searing. Keep in mind, again, that this is a permanent change, and that you won’t be able to return to the Ascalon you know once you accept Tydus’ mission.

The first PVP battle in the game is usually a lopsided affair, so prepare to either destroy or be destroyed.
Anyway, the first task Tydus will give you will involve a quick PVP battle, which is somewhat jarring and confusing, since it arrives without any context whatsoever. Apparently each team here is asked to kill the other time; the first team to record nine kills or so will win the battle. Winning or losing has no real effect on you, though, so don’t worry about this part of the mission overmuch.
After the PVP battle, your team of completely random individuals (which the server selects for you; you can’t choose players to join, apparently, although you may try talking to Tydus while you’re in a group and see if that works), you’ll have to fight your way through a cave full of Charr and kill their leader. You’ll have plenty of NPC helpers here, so you shouldn’t have any problems dropping the beasts. When that’s done, you’ll get a rather interesting cutscene that will propel your character two years into the future, into post-Searing Ascalon.
Post-Searing Ascalon
Ascalon after the Searing is a much different beast than the world you knew beforehand. There are a number of new features waiting for you, just in Ascalon City itself, such as Henchmen, materials traders, and other new vendors, such as the skill vendor. The biggest change in post-Searing Ascalon is the inclusion of story-driven Cooperative missions and PVP-based Competitive missions.
Finding a Party
So far as the general game mechanics go, you’ll find that it’s not really possible to just run out into the world and kill monsters by yourself anymore. There are more monsters running around between the towns, and they’re more difficult to kill, so if you go out all by your lonesome you’re going to have a difficult go of it. Henchmen can help finish off some of these quests, but you’re probably going to want to team up with real players for the more difficult ones.

A good party makes the post-Ascalon quests much easier to manage.
The first and probably best way to find good people to group with is to join a guild. There are plenty of guilds running around spamming invites in Ascalon City most of the time, so if you’re just looking for a random guild to join, it’s not too difficult to find one. It might be better, though, to make a guild with friends, either from real life or people you know online, and then schedule times to get together and do your quests. Or, if your guild is sufficiently large, you should be able to find people online whenever you need help. Just be sure to help out people of lower level than you, or you’ll find your own requests for assistance falling on deaf ears.
Another way to polish off quests is to ask for teammates in the general chat of the town nearest to where the quest is resolved. It’s best to ask for teammates for a specific quest, rather than typing out all of the quests you have into the chat window and hoping for tells. Since you can’t link or share quests, it’s just easier to manage if you get strike teams together for one quest, or for all the quests in a zone, then head back to town for your rewards and to sell the loot that you picked up.
Using Henchmen
Henchmen can be fantastic tools to finish off old quests that you never managed to get around to doing, but their weakness lies in their being just that: tools. They’re not particularly brilliant, can’t adapt as quickly as human players can, and won’t be able to bring all the unique skills that a human player might. That said, they still work well enough for dealing with most of the random 500-experience quests that you’ll come across after you pass through the Searing, so long as you don’t expect them to fight all of your battles for you.
You can hire henchmen in any post-Searing town by finding them in the city (they’re always grouped together, so look for four or more green dots clumped around each other), then clicking on them and clicking on the green plus sign in your party window. You can fill out a whole party with henchmen, if you wish, or you can just hire one or two to come along with you.

Henchmen aren’t brilliant, but they can definitely help you polish off some of the easier quests in the game.
Henchmen affect you as would the presence of other real players: experience is split between yourself and them, as is gold, and they’ll also prevent you from obtaining massive amounts of items. Instead of items dropping and being “claimed” by your henchmen, though, as they would be for real players, they just won’t drop. On the plus side, though, all items that do drop will be available for you to pick up.
Luckily, henchmen are bright enough to team up on the same target, so when you pick a target and fire on it, you can expect all of your henchmen to go for the same enemy. (Note that this is sometimes beyond even the abilities of human players…) You can use this concentration of fire to go through your targets in an orderly fashion, taking down enemy healers first, then going for the big guns.
One thing that henchmen are poor at is defending themselves; this isn’t because they’re not aggressive enough, but rather because they’re sometimes too aggressive, especially in the case of enemies that can’t really be hit. This is mostly a nuisance in areas where enemies are above or below you, such as when you cross a bridge or come up to a cliff; the enemies will notice you when you come within their aggro radius, then start using ranged attacks and spells on you, forcing your henchmen to try and find a (usually non-existant) path to the enemies, thus confusing them and diffusing your party. Sometimes you can force them to follow you by just moving ahead, but this is still pretty annoying.
Use Party Targeting
One of the most exasperating aspects of partying with real live humans is the way that very few people, at least in this early portion of the game’s history, know how to use the game’s auto-targeting system to combine their fire on one target. If you have six people in your party and are trying to take on an opposing group of eight enemies, then you need to have all of your party members targeting the same target. If you do so, you can kill individual enemies in seconds, then move on to the next target, and so on. If, on the other hand, each member of your party is aiming at their own separate targets, then it’ll take you much, much longer to kill things, and you stand a greater chance of seeing your targets get healing from an enemy spellcaster. This isn’t a game of niceties: gang up on a single target, kill it, then move on to the next.
The real bummer about most people’s inability or refusal to use targeting is that it’s incredibly easy to put it to use. All you need to do is select one person in your party to be the designated targeter. This is usually going to be one of your Warriors, since they’ll be in the thick of things and will be able to cycle through targets quickly and will hopefully be able to go for any targets of interest, such as healers or spellcasters. When your targeter has a target lined up, they can let everyone else in the party know who they’re targeting by hitting Ctrl – Space. This will result in a shout in the Team channel (e.g. “St. Augustine: I’m attacking Whiptail Devourer!”) and will pop up a little targeting icon by the name of the targeter in the Party window.

Good party targetting makes coordinating your attacks in PVP much easier.
Now, when you see that your targeter has selected a target and has shouted it out, all you have to do to combine your firepower on that target is hit T, and you’ll automatically target it and open fire with your bow or staff or melee weapon. See? That’s easy, isn’t it? Trust us when we say that proper use of targeting will greatly increase your efficiency in party-based combat, by channeling the firepower of your entire team onto one target. Without party targeting, your party’s damage will be diffused throughout a group of enemies, thus resulting in longer fights and a greater chance that your casters will run out of energy. And that’s not a good thing.
Of course, you don’t always have to use party targeting. Elementalists and other classes with area-of-effect powers might want to switch away from the targeted enemy when using an area-of-effect spell. For instance, if your warrior has targeted an enemy warrior-type foe that he’s going toe-to-toe with, while a larger group of enemies is clustered together behind him, you may want to bust out with your Fire Storm or Chaos Storm on the tighter group of enemies, since you’ll be doing more net damage with those spells back there. Just be sure to switch back to the primary target when you start chucking out energy balls from your weapon.
Obtaining New Skills
One of the primary reasons for playing the PVE game is to acquire new skills which will let you dominate the battlefield when you finally reach level 20 and start to play PVP games against other high-level players. As you travel, then, you’ll want to obtain as many new skills as possible, and there are a few diffeent ways to do so.
Quests: As in pre-Searing Ascalon, many of the skills that you’re going to be obtaining will be available as the result of questing. Get every quest you possibly can, then, and check their quest descriptions to see if they’re going to result in any new skills for your character; different classes will get skill rewards for different quests, depending on the profession of the character that gives the quest. The bulk of your skills will be coming as a result of questing, so be sure to be extra careful to check each quest for new skills listed among the rewards, and do them as soon as you’re able to.
Skill Vendors: Many towns feature NPCs that sell skills to you. In order to obtain them, you’ll need to give them gold, as well as relinquish a Skill Point. Skill Points are earned by obtaining experience, but only very slowly; you also gain them as a resulting of completing the many Cooperative Missions in the game. The important thing to remember about skill vendors is that skills will become more expensive to buy as you buy more of them; the first costs 10 gold, the second costs 20, and so on, until you find yourself paying hundreds of gold for each skill. Skill points themselves are fairly scarce over the life of a character, so don’t bother buying every skill available to you at a vendor, unless you’re a completionist. Rather, it’s best to just purchase the ones you’re absolutely sure that you’re going to use on a regular basis, and leave the rest behind to ensure that you’ll have enough gold and skill points to buy the critical skills later on.
Signet of Capture: The Signet of Capture can be bought from skill vendors in Quarrel Falls and the Henge of Denravi, and can be used to obtain skills directly from enemies. In order to use it, you’ll have to equip it as a normal skill, then find a boss creature that’s using a skill from one of your two professions. After the boss uses a skill that you’d like to obtain, click on the Signet of Capture to steal the skill from the boss; at this point, the Signet will be removed from your skill bar (permanently) and replaced by the stolen skill. You can cancel this capturing procedure if you click on the Signet again, if you find that you’re capturing something you don’t really care for.
The Signet of Capture is unique because it will let you access Elite skills. Elite skills are rare skills that are almost exclusively available through the Signet of Capture. They’re not always incredible improvements over the common skills that you’ll run across, but in most cases they will be upgrades, so if you’re interested in getting the upper hand in PVP you’ll definitely want to try and track them down.
Cooperative Missions
There are a number of Cooperative Missions in post-Searing Ascalon, starting at the Great Northern Wall, which is adjacent to Ascalon City itself. Cooperative missions will require a group of four to eight players to complete, and will usually take anywhere from half an hour to an hour of time. This are objective-based missions, much like the ones ordinarily given to you by NPCs, but a bit more in-depth and detailed. The rewards are greater, as well, with each mission being worth 1,000 experience and a single skill point, which you can use at a skill vendor to purchase new abilities. In addition to the main quest, each cooperative mission will have a Bonus quest associated with it. Finishing the Bonus quest will net you another 1,000 experience, so it’s well worth the time to track them down and finish them off.
The best thing about cooperative missions is that they’ll often end by warping your party to a new town, and sometimes right to the next cooperative mission zone.
We’re not going to be able to give you details on all of the cooperative missions – most of them are fairly straightforward hack-n-slashes anyway – but we are going to include mini-walkthroughs for the first four missions. Completing all of these will take you to Yak’s Bend, the second major town in post-Searing Ascalon.
The Great Northern Wall
The Great Northern Wall is a fairly straightforward kill mission: all you have to do is cut your swath through a number of foes until you reach an outpost a bit north of the wall. Head left when you hit the tarpit and go up the ramps. You’ll know you’re there when you cut down a Charr boss enemy. When you reach the outpost, the mission automatically ends. Congratulations, you just managed to cause the breach of Ascalon’s defensive wall! Way to go!
Bonus: A ghostly warrior is off on the northern end of the mission map. When you find him, he’ll ask you to bring him four pieces of his armor that were lost long ago so that he can gain passage to the afterworld. These armor pieces are scattered around in Wreckage piles around the map, so be sure to hit them all and prod your teammates to pick up these items when they happen to be reserved for them. You can keep the armor pieces through multiple mission attempts, and apparently all you need are four pieces, not all four separate parts, so eventually you should be able to pull this one off, even if you have to grab all the pieces yourself across multiple missions. It’s not that difficult to do in a single try, though, if you have a decent team.
Fort Ranik

You can use the trebuchets in this area to blast the entire Charr army to pieces.
Fort Ranik is another fairly straightforward mission, where your goal is to push your way through many, many Charr until you reach the armies that have broken through the Northern Wall and into Ascalon, then push them back across the wall or just destroy them outright. Most of this level is hack-and-slash, but when you reach the plain at the end of the mission, you’ll have to reassemble one of the broken trebuchets with parts found from nearby wrecked catapults and use that to destroy the mass of enemies waiting for you. There’s another trebuchet closer to the wall; if you have a hearty Monk or Warrior that doesn’t mind dying for the cause, they can run up to the ramp leading up the wall, grab aggro on all the enemies, then lure them back to the fire near the bottom of the ramp. While the Charr are wailing on your sacrificial lamb, fling the trebuchet at the fire and you should take out the entire group. Since you’re near the end of the mission anyway, you can just res your dead ally (they’ll get killed by the explosion if they’re anywhere near it), run up the ramp, kill any remaining enemies, then end the mission.
Bonus: We recall this as being fairly simple. There’s an NPC trapped in a cage by two Charr Overseers; he’s up a switchback ramp near the canyon that leads to the trebuchet field. You should spot him on your map while you’re running around, so head up the ramp and free him for your bonus experience.
Ruins of Surmia
(Note that Fort Ranik doesn’t take you to the Ruins of Surmia. In order to reach it, you need to leave from the Frontier Gate, walk north across the Wall, then wrap around to the west until you find the mission zone. There is a quest called, oddly enough, Ruins of Surmia which will take you from the first zone to the Ruins. It’s a fairly short walk.)
This is where the missions start becoming fairly lengthy. Most of this mission is fairly straightforward, as Prince Rurik will be around to shephard you towards the many corrals in which the Ascalon soldiers have been penned up. In one of them, you’ll find Erol, who’ll run you up to the ruins of a destroyed castle. While Rurik and Erol wait for your party, you’ll need to run down to the water below and follow the path around to the far side of the moat and kill the enemies there before dropping the drawbridge with the lever by the door. (Feel free to kill the enemies in the area before dropping the bridge, if you want experience and loot.) At that point, the dynamic duo will cross the bridge and hatch a plan to escape from the castle, by freeing more captive mages and using them to open a teleport to the Nolani Academy.
Bonus: The bonus here is given you to by a soldier standing watch over the road near the watery moat, after you guide Runik to the raised bridge; you’ll probably be able to spot him on your map as you’re running around. She’ll ask you to track down some Flame Keepers and kill them. As you get this quest, you’ll notice some Charr walking down behind you. These Ember Bearers may appear to be ripe for the picking, but if you want to successfully complete the mission, you’ll have to just follow them from a distance and wait for them to open a wooden gate across the water. When the gate’s open, charge through, slaughter the Ember Bearers, then track down the Flame Keepers near the temple and slay them for your bonus experience.
Nolani Academy

Rurik can heal himself, so let him do the heavy lifting in most of these fights.
Your initial goal here is to defend the Academy from the siege that it’s under by the Charr. There are two ways to go about doing this. The first is to take the northeastern passage out of the Academy, wrap around to the east, head south, then eventually flank and ambush the Charr outside the gates. This can take a while; if you just want to get on with the mission, you can also choose to just open the gates and let the Charr come in. The mages standing around will deal some damage to them, while Rurik himself is an able distraction. The Charr will come in in waves, so it’s not all that difficult to defeat them if you have good healing.
After the Academy is safe, guide Rurik to the south to the ruins of Rin. He’ll blow a big ol’ horn, which has the Incredible Magical Effect of…making it rain. Yay? Anyway, with the flames of the Charr smited, you’ll be able to sweep into the city relatively unmolested. After you meet up with the King, you’ll end the mission and be on your way to Yak’s Bend, the next major part of the game.
Bonus: The bonus here is acquired by following the northeastern path out of the Academy. There’s a man in a valley to the east of the main road who bears a book; when you talk to him, he’ll give one of your party members the book to carry, and ask you to bring it to the graveyard elsewhere in the level, to the southeast of the Academy, if we recall correctly. You’ll know you’re near it when you spot the Spirit of the Fallen enemies. These lvl 10 ghosts are devastating in large numbers, so try to split them up into more manageable groups. We hear that Holy damage lays the hurt out on them, so you may want to get your Monks to bring along one of their offensive spells if they can fit it in their task bar.
When you cut through the ghosts, you’ll have to find a graveyard monument in a small crevasse with steps leading down to it. If the book-carrier clicks on the monument, you’ll get your bonus experience.

Items
One of the unique (and sometimes frustrating) aspects of Guild Wars is that, for a good bulk of your character’s early life, you’re going to be finding virtually nothing of worth on the enemies that you kill. If you’re used to upgrading your items from enemy drops in games like World of Warcraft or Diablo II, then this system can be frustrating, as you’re going to have to wait a while and invest a goodly number of hours in the game before you can start to really get the good loot that’s often the point of these games. Enemies don’t start to drop rare items until you’re into the teen levels, and early magical items (which are represented by blue names when they drop) are often only marginally better than their vendor trash counterparts.
Collectors
Early-game items are going to be best obtained through running quests, and by hitting collectors. In pre-Searing Ascalon, the only way to obtain armor will be to run and find the various collectors that dwell outside the towns. These collectors will ask for a certain number of a certain item, and let you know what they’ll give you in return when you first approach them. For instance, Brownlow, who’s just outside the walls of Ascalon, will request that you bring him five Skale Fins, which drop off of the River Skales and River Skale Tads in the river south of his location. When you return, he’ll offer you a Belt Pouch, which will give you five extra inventory slots.

By the time you actually find some of the crafters, you’ll already have better equipment than what they offer.
There are many collectors scattered throughout the lands, sometimes in difficult-to-reach places (although most of them are pretty easy to reach before the Searing). The key thing to remember here is that collectors are initially the only way to upgrade your armor, so if you’re intent on getting away from the initial armor sets, you might want to try tracking down some of the collectors and upgrading your look. If you don’t want to worry about upgrading your armor before the Searing, then don’t; it’s relatively easy to make the initial armor upgrades in Ascalon City post-Searing, which are going to be better than the stuff the collectors offer you for a good long while. Unfortunately, in post-Searing Ascalon, the collectors will generally give you fairly underwhelming stuff, but you may still want to check their offerings and see what they have available for you. Also note that the offerings of collectors will change based on your primary profession in most situations.
(One notable collector in post-Searing Ascalon is Innis the White in Old Ascalon, near Ambassador Zain. If you bring him four Singed Gargoyle Skulls (found on the many Gargoyles in the area), he’ll offer up a War Hammer that does 11-17 damage, with a massive +25 damage bonus to Charr enemies. Most Warriors will want to pick one of these up for the many missions that will pit you against Charr forces.)
Crafting
In addition to collectors, you can also try your hand at crafting new items when you get past the searing and wind up in the ruined portion of Ascalon City. Crafting before you encounter the Searing is a bit of a pain, and isn’t very rewarding, but immediately after the Searing you should be able to effect some pretty big defensive improvements by hitting up the armorers in Ascalon City and using them to make some new armor.
In order to craft armor, you’re going to need to have a goodly amount of gold (150 per piece is the going rate, it seems), but you’ll also need to have crafting materials, such as Wood Planks, Bolts of Cloth, and so on. (If an item can be used in crafting, it’ll say so in it’s mouse-over description.) Some of these will drop naturally off of enemies, but for the most part, you’re going to have to make your own crafting items by using a Salvage kit on other items that drop. For instance, as you run around killing things, you’ll be picking up plenty of crappy hammers, swords, and pieces of unusable armor off of your enemies. When you buy a Salvage Kit and use it on these pieces of vendor trash, it’ll be converted into some kind of crafting item. (Usually, anyway; some items can’t be salvaged and can only be sold.)
When you have a bunch of crafting items stored away, hit the armorers and see what you need for a certain piece of armor. Most classes will need something corresponding to the type of armor that they wear, so Warriors will need Iron Ingots and the like to construct their chainmail, while less-armorific classes will have to make do with Leather Squares or Bolts of Cloth. Anyway, when you have the required number of crafting items to make an item, you can drag them to the armorer and pay him to put the thing together for you, and voila, a new piece of armor.
Rare Crafting Items
Things get a little more complicated when we start thinking about rare crafting items and item transmutations. In order to make some of the better craftable equipment, you’ll need to have rare crafting items, but these can be difficult to find (as is probably obvious, considering that they’re rare). In order to obtain rare items, you’ll need to either head to a Materialist, or find them yourself with the Expert Salvage Kit.
Materialists are special vendors that can convert Common Crafting Items into Rare Crafting Items, for a price. With your crafting materials in your inventory, you can walk up to a Materialist, hand over your items and some cash and get your sweet, sweet rare crafting materials. The Materialists that we know of dwell just outside the exit from Fort Ranik and the Sanitarium (where the Abbey was pre-Searing), and there’s also an advanced one in the Ascalon Foothills, to the southeast of Yak’s Bend.

When you reach Yak’s Bend, you can find Artisan Rudger in the Ascalon Foothills and have him make some decently rare crafting materials.
This latter vendor is the object of the Missing Artisan quest given to you in Yak’s Bend, and can produce Clay Bricks, Tempered Glass Vials, Leather Square, Vial of Ink, Lump of Charcoal, Spiritwood Plank, Bolt of Linen, and Steel Ingots, all in a one-stop shopping experience. He’s going to be really tough to get to for most players, though, since he’s surrounded by level 10 Hydra. He is, however, relatively close to the entrance from Traveler’s Vale to the Foothills, so if you load up a team full of henchmen, clear your way to the entrance, then just make a break for the Materialist, your henchmen should be able to distract the Hydra long enough for you to get to the Materialist and make your transaction. It obviously helps to have some kind of healing here, as you may get killed shortly after you reach him. If you manage to open up his trade window before you die, though, it should be open and ready to go after you resurrect back at the shrine, allowing you to cheat death yet again.
So the basic recipe for crafting items that need rare ingredients is to find out what you need, obtain the common crafting items by converting vendor trash with a Salvage Kit, then hitting up a Materialist to get the rare items that you need. (If you’re having trouble finding the common crafting items, then you can return to Ascalon City and talk to the Materials Trader there, who’ll usually have a bunch of common items up for sale.)
Expert Salvage Kits will also allow you to nab rare crafting materials. When you obtain Expert Salvage Kits (which you can buy off the merchant in Yak’s Bend when you reach that town, or have guildmates buy for you if you’re not that far), you can use them just like a normal salvage kit, but Expert kits will give you a small chance to retrieve rare parts from the crap you salvage. Not everything can yield rare crafting items, though; indeed, most of the vendor trash and salvage items that drop in the areas around Ascalon will never yield rare items, no matter how often you break them down. It’s best to reserve your Expert kits for items that you find around Yak’s Bend and beyond if you don’t want to waste their significant cost (400 gold a pop).
Upgrading
Another type of vendor that you’ll find in the cities of Tyria are Weapons vendors. These guys offer up numerous substandard weapons for sale, if you’re in the mood to pick up something terrible, but will more importantly give you the chance to customize weapons. Customizing a weapon will prevent anyone but you from using it, and will add 20% to the total damage, for the low low cost of 10 gold.
In addition to straightforward upgrading, you can also happen to find runes and upgrade parts when you use your Expert Salvage Kit on certain salvage items and weapons. These runes and upgrades will list their effects on their tooltip when you mouse over them; if you think you can make immediate use of these items, doubleclick on them to apply them to a piece of armor or another item. Since you replace your armor only very rarely, it’s best to throw runes onto armor; weapon upgrades obviously have to have to be used on weapons themselves, so be sure you have something useful in hand before using one, as using an upgrade permanently removes it from your inventory.
Note that many of these upgrades will list themselves as being “unlocked” when you first find them; this means that, should you decide to create a PVP-exclusive character at the character creation screen, you’ll be able to apply these runes and upgrades to your equipment free of charge.
PVP Tips
One of the main draws of Guild Wars is its strong PVP component, in which you can jump right into a fight with a minimal wait, fight for a few minutes, then keep going or go back to the PVE content if you wish. PVP in Guild Wars is a fun, fast-paced experience, but one that’s quite a bit different than PVE and will require a bit of customization on your part if you want to get the most out of the experience. This section of the guide isn’t intended to be the be-all-and-end-all of PVP tippery (tippage? Tipology?) but hopefully we can provide a few pointers to get you on your way towards battlefield dominance.
There are a few PVP battlegrounds in Guild Wars, including those in Ascalon City, Yak’s Bend, and one at Fort Koga at game’s end. If you enter one of these zones, you’ll be able to choose Start Mission to warp yourself into a PVP game with three random other players. After that, you’ll have 25 seconds to get steeled up for the fight, at which points the gates open and it’s kill-or-be-killed action. You do get experience for winning in PVP, even though you don’t get gold or items, so it can be a way to improve your character while having fun at the same time.
Use Resurrection Signets
Resurrection Signets are non-optional in PVP combat. Sorry, but they’re not; all of your party members should have them on their skill bar when they enter a game. You obviously can’t control your human teammates’ skill choices, but at the very least be sure to have Resurrection Signet good to go when you enter a PVP round. It only takes three seconds to cast, and will restore your target to full life when used. Of course, you can only use it once, but it’s one of the only ways for non-Monks to resurrect a teammate.
Monks do have the option of using Resurrect or Restore Life multiple times in a PVP battle, but you probably shouldn’t do so. Each of these requires eight full seconds to cast, making it quite likely that you’ll be interrupted or knocked down by an enemy while casting them. Although they do have the lure of being theoretically usable as often as you like, in practice you’re unlikely to be able to get even one off. Resurrection Signet also has the bonus of being free to cast, making it easily usable even when you’re running low on energy.
Signet of Capture
One of the reasons that players who go through the PVE content before jumping into the end-game PVP will be so powerful is because of the Signet of Capture, which lets you obtain Elite skills from boss monsters scattered around the game world. To obtain a Signet of Capture, make your way to Quarrel Falls and buy one from the skills vendor there. Each Signet of Capture will cost you one skill point, but the gold required to buy it will be calculated separately from your normal skills, meaning that it should be much cheaper to obtain.
With a Signet of Capture in your inventory, you can equip it to your skill bar before heading out into the wilderness. When you fight boss enemies (the ones that are outlined in color), check what they’re casting by watching their status bar, and capture one of their skills by using the Signet immediately after they cast something you want. You’ll lose your Signet of Capture when you capture a skill, but you can buy as many of them as you want and carry them around like inventory items (although you’ll still only be able to equip them in town, like normal skills).
The important thing about Signet of Capture is that it’s the only way to net Elite skills, which will have a direct impact on your efficiency in PVP. Elite skills aren’t necessarily overpowering, but in many cases they are going to be strictly better than normal skills, or have powerful effects that you won’t find on skills you can buy from a skills vendor. If you want to be great in PVP, then you’ll probably want to continue to search out boss enemies and steal their skills with Signet of Capture in PVE, even after you hit level 20 and have “beaten” the game.
Avoid Pre-Made Characters

Always take a few seconds to Tab through your enemies before engaging them in combat. Knowing what you’re up against will let you target the weak link and take it out.
If you’re serious about playing PVP, then you may be tempted to use the PVP-Only Character option at the character creation screen. PVP-Only characters come pre-loaded to level 20 with some decent equipment, but they’re weak in a lot of respects. For one thing, most of the skills in the game will be locked off to your PVP characters until you find them with a Roleplaying Character, meaning that you’ll only have a dozen or so skills to your name if you make a PVP character as soon as you install the game. You also won’t have the benefit of runes or weapon upgrades.
If you really want a prime PVP experience, then, be sure not to create a PVP character right off the bat; instead, you’ll probably want to play through the roleplaying game and find as much Phat Lewt as possible, and unlock as many skills as possible, before ascending to the Hall of the Gods and going crazy in PVP combat there. You can probably contribute with a pre-made PVP character, but you’re going to be at a severe disadvantage compared to the grognards who’ve pumped their characters up with runes and have found dozens of elite skills.
Customize Your Skills
The neat thing about PVP play is that the skillset you choose for PVE isn’t going to be quite as effective as you might think. Warriors and the like will often spec for pure damage in PVE play, but in PVP things like interrupting and hexing your opponents becomes awfully important as well.
Finding the perfect balance of skills is going to take a little trial-and-error; you just have to learn to be flexible and sometimes dump that totally killtacular skill in favor of one with a more subtle, but more useful effect. If you’re planning on playing PVP for a while, then you might even want to consider refocusing your attributes or equipment to allow for more effective play. For example, Blood Magic is probably a bit more useful in PVP than is Death Magic for Necros (no offense, Death Necros), thanks to its ability to cause massive health loss over time for your opponents, so you might want to just take away some of your Death Magic points and pump them into Blood Magic before a furious bout of PVP action gets going. You’ll use up one Attribute Refund point for each point you take off, but you gain another one back for each 250 experience you earn in PVE combat, so you’ll normally be running around with the maximum amount of points here anyway. Mesmers are going to need to be especially careful in switching their spells around, as they have plenty of spells that are too narrow to be of much use in PVE, but which are powerhouses in PVP, when you’re assured of going up against casters.
Equipment changes aren’t usually so drastic, but Warriors may find that they like to use one type of weapon in PVP and another type in PVE, perhaps due to the fact that they have a larger number of skills for Swords than for Hammers, but have a big Hammer that’s useful in PVE beatdowns. (Although, while we’re on the topic, the Warrior’s Hammer Bash skill is one of the best ways to prevent casters from casting spells in PVP.) Casters may also want to change their wands and off-hand items as the situation dictates, since many of them have bonuses that are tied to their attribute points.
Customize Your Interface
Another aspect of the PVP game that you may want to modify to suit your style is the interface. There are a few features in the interface that you don’t necessarily need to have on your screen in PVP battle, such as your experience bar, the trade button, and, if you only use one type of weapon, the weapons bar. If you want to reduce screen clutter, feel free to eliminate anything you don’t find yourself using in PVP battles; you can always restore them later if you feel like it.
By clicking on the “Edit Interface” button in the Customize tab in the Menu, you’ll also be able to move screen elements around. We found it helpful to move the Effects Monitor closer to the center of the screen from its starting position, to help us monitor harmful Hexes that were being placed on us, but again, feel free to mix and match as you like.
Go For The Healers
Speaking as people who play primarily as a healing Monk, there’s nothing we like more than when a group of enemies ignores us and lets us do our healing from behind the front lines. When we don’t have to worry about our own health, we can safely sit back, cast Healing Breeze over and over again, and when things go rough, we have a large reservoir of health to convert into healing with Infuse Health. Infuse Health is a skill that takes half of the Monk’s current health and transfers it to the target ally, with a percentage boost tacked on top of it. Any decent Monk that’s gone through a significant amount of the game’s PVE content will have unlocked this skill, so you can bet that it’ll pop up during PVP play as well. When a Monk is left alone, it essentially lets him or her instantly heal a single ally to full health, when they’ve boosted their Healing attribute a good way up, and that’s pretty damn powerful for something that only costs 10 Energy. If you consistently harry and harrass Monks, though, the effectiveness of Infuse Health is reduced, since it works off of their current health total. Drop their health, and Infuse Health becomes a non-factor in a fight.

RUN AWAAAAAAY! A single powerful warrior can harry a Monk quite effectively.
What’s more, it’s just plain annoying to get beat on when you’re a Monk. As long as we have energy, we’ll usually be able to survive for a good long while, but we’ll have to focus a large amount of our energy towards healing ourselves rather than our teammates. When you beat on a Monk, you can expect them to use Healing Breeze fairly often, and when you get towards the end of the game, you can expect this to give them six-eight ticks of health regeneration, which is going to be enough to counteract a single warrior’s damage in most cases. If you have any methods of eliminating enchantments, then, it’d be wise to concentrate fire on the Monk and blast away their Healing Breeze before it works too well. Mesmer skills are especially annoying to Monks, with things like Backfire being tremendously effective in shutting them down.
Anyway, if you get rid of a Monk, then you’ll definitely have an easier time beating the rest of a PVP team. You’ll have to kill the Monk twice, or perhaps three times in some fights, due to Resurrection Signets, but after they come back to life they’ll won’t have much energy in the tank, so hit them again before they can build it back up and get back into the fight. You shouldn’t exclusively focus on a Monk, but you’ll probably want to dedicate at least two of your players to killing them.
This is all contingent on there actually being a healing Monk on the other team, of course; many times there won’t be. In that case you can aim for whomever you like. We find Necromancers and Rangers to be ideal primary targets in these cases, due to their ability to cast area heals for their party members like Well of Blood.
You know what? Again, speaking as people who primarily play as Healing Monks, forget all that. We were just kidding. Leave us alone and let us heal.
Mesmerism FTW
Although Mesmers aren’t necessarily a powerhouse class in PVE, they can be justly feared in PVP combat by casters and warriors alike. Since you stand a good chance of facing off against casters in any given PVP battle, though, you’re going to want to ensure that you have plenty of skills on your taskbar as a Mesmer to deal with them.
Most casters will naturally be using their wands to fill up the deadspace between spellcasting, so Spirit Shackle can be valuable in penalizing them for not paying attention to their buff bar, since it’ll drain them of five energy each time they attack. (This is of course also quite valuable when used on Warriors, since it’ll likely drain their energy completely if it has a boosted duration.) If you’re interested in stealing energy from an enemy, then Energy Tap and Energy Drain are both good for ripping your enemy’s resources away from them. They do virtually the same thing, save that Energy Drain has a slightly shorter casting time and is Elite. The virtue in using both of them, though, is that they both have a 20 second cooldown time, meaning that you won’t be able to use Energy Tap more than three times a minute. Adding Energy Drain will allow you to steal energy twice as often, and since these skills are effectively free (since you steal more than they cost, assuming you don’t get interrupted), you can feel free to cast them on enemy spellcasters as often as you wish.
Other useful spells for PVP are Shatter Enchantment and Drain Enchantment, both of which strip enchantment spells from a target foe, and either damage that foe or restore energy to the Mesmer. If your team prefers to gang up on a single target, then be sure to cast one of these as soon as you spot a Healing Breeze effect pop onto the enemy, as this is the spell that many Monks will be relying on to deal their damage.
In addition to their anti-energy spells, Mesmers have a lot of ways to deal with physical damage. Soothing Images is a specifically anti-Warrior spell, in that it prevents the target from gaining adrenaline for a goodly length of time, effectively preventing them from using any of their Warrior combat skills for the duration. If one of the members of your team is running away from an attacker (or if you yourself are getting pounded), you can lay down Imagined Burden to cut the attacker’s movement speed in half for a few seconds, long enough to let them effect their getaway.
This is just a basic toot-of-the-horn for Mesmers. It’s a difficult profession to be good at, and many of their skills are less than overwhelming in PVE combat, but a well-played Mesmer in PVP is a valuable addition to any team.
Charrrrge!
In most PVP matches, there’s going to be a period of waiting at the outset. After the gates open, most teams will pause for a second, tab through the enemy ranks, and pick their targets. If your team has won a few rounds together, then you may be able to increase your chances of winning by just running towards your enemies pell-mell and smashing into them before they have time to pick their targets. This works best when you have a single able player that’s good at locking on to the weakest member of an enemy team and whom can lead a team with targetting, preferably a warrior. If you work together as a team, you can just switch on autorun, follow your leader into the enemy group, and start chopping before they get situated. This is especially helpful when taking on enemy groups that are in their first game and haven’t had time to mesh.
You Win Some, You Lose Some

A good group is a wonderful thing, if only because they’re few and far between.
The thing to remember about PVP in Guild Wars is that, due to the fact that your groups are randomized in most of the arenas, you stand an even chance of being put into a pretty poorly composed group. You know the ones: all Mesmers, all Elementalists and Necromancers, or so on. You really do need variety in a group to succeed, so when you come up into a poorly-composed group, you should play to win, but a lot of the times you’re kind of doomed from the start, with player ability being an X factor.
On the flip side, no matter how good your group is, there’s always going to be another group out there that’s a little better, whether in terms of group dynamics or composition. There are enough Warrior/Monks out there in the game world to make it an even bet that you’ll eventually come across a group with three of them and another character. We faced off against a group once that was three Warrior/Monks and a Monk/Warrior, and we’re pretty sure that that kind of group can keep going until one of the members has to quit.
So, in short, don’t get frustrated if you lose a few times in a row; it happens to everyone. Eventually you’ll find a group that meshes, and you’ll be off on a 15-0 tear. And when that happens, it makes for some pretty memorable gameplay!
Acknowledgements
Thanks to GameSpot forum users Cold-Fusion, twisted_by_dezign, Pug_of_Crydee, and especially F1_2004 for their contributions to the PVP section of this guide.